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Dimension Shift / Meta View

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Card

Dimension Shift / Meta View

Ludic Pattern (named combination) monitor

The view itself is the gameplay mechanism – not the interface one plays through, but the thing one plays with. Perspective/dimension/projection switches become a play action. It exists as a dynamic switch between other configurations, where the switch is the challenge.

Design question – When is the named combination “dimension switch / meta view” the right choice – and what experience does it create?

Reference example – Game examples: Fez · Superliminal · Inscryption · Viewfinder.

Consists of

  • Ludic View Structure (ludic-view-structure) – View: the player changes the viewpoint - the anchoring, the projection, in Fez the world turned by 90 degrees.
  • Ludic Regulation (ludic-regulation) – Regulation: the shift is an action with consequences for space - what is separate in one view is connected in the other.
Stack

Belongs to the stack

View Structure
Was nimmt wer von wo aus wahr? (48 cards)
Ludic View Structure
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