Table : TABLE 3.1 MAJOR VIDEO GAME CONVENTIONS This table breaks down six common elements of video game layout. Many of these elements have been in place since the earliest games and continue to be used today. (top to bottom) © Jamaway/Alamy; © Jamaway/Alamy; © Jamaway/Alamy; © ArcadeImages/Alamy; KRT/Newscom; KRT/Newscom
ConventionDescriptionExamplesVisual Representation
AvatarsOnscreen figures of player identification Pac-Man, Mario from the Mario Bros. series, Sonic the Hedgehog, Link from Legend of Zeldaimage
BossesPowerful enemy characters that represent the final challenge in a stage or the entire gameGanon from the Zelda series, Hitler in Castle Wolfenstein, Dr. Eggman from Sonic the Hedgehog, Mother Brain from Metroidimage
Vertical and Side ScrollingAs opposed to a fixed screen, scrolling that follows the action as it moves up, down, or sideways in what is called a “tracking shot” in the cinema Platform games like Jump Bug, Donkey Kong, and Super Mario Bros.; also integrated into the design of Angry Birdsimage
Isometric Perspective(or Three-Quarters Perspective)An elevated and angled perspective that enhances the sense of three-dimensionality by allowing players to see the tops and sides of objects Zaxxon, StarCraft, Civilization, and Populousimage
First-Person PerspectivePresents the gameplay through the eyes of your avatar First-person shooter (FPS) games like Quake, Doom, Halo, and Call of Dutyimage
Third-Person Perspective(or Over-the-Shoulders Perspective)Enables you to view your heroic avatar in action from an external viewpoint Tomb Raider, Assassin’s Creed, and the default viewpoint in World of Warcraftimage