Vision Modes

From gdp3
Revision as of 13:36, 8 August 2011 by Staffan Björk (talk | contribs)
Jump to navigationJump to search

...

This pattern is a still a stub.

See Linderoth (2010)<ref name="Linderoth"/> for a discussion on how Vision Modes affect how players learn to play games.

Examples

Alien vs Predator series

Assassin's Creed 2

Batman: Arkham Asylum

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Diegetically Outstanding Features, Secrets

Characters, Player/Character Skill Composites

Can Modulate

First-Person Views, Line of Sight, Third-Person Views

Can Be Instantiated By

Privileged Abilities, Tools

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it was first reported as a design feature in games by Linderoth (2010)<ref name="Linderoth"/>.

References

<references> <ref name="Linderoth">Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.</ref> </references>

Acknowledgements

-