Difference between revisions of "Vehicle Sections"
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=== Examples === | === Examples === | ||
''The coast'' region in [[Half-Life 2]] in mainly an area meant to be traversed using a buggy. [[Crysis]] has two parts of the game specifically designed to support travelling in vehicles - in one case in a main battle tank and in another a vertical takeoffs and landing aircraft. [[Halo: Combat Evolved]] and the other games in the [[Halo series]] have several areas designed to using the ''Warthog'' and other vehicles. | ''The coast'' region in [[Half-Life 2]] in mainly an area meant to be traversed using a buggy. [[Crysis]] has two parts of the game specifically designed to support travelling in vehicles - in one case in a main battle tank and in another a vertical takeoffs and landing aircraft. [[Halo: Combat Evolved]] and the other games in the [[Halo series]] have several areas designed to using the ''Warthog'' and other vehicles. | ||
+ | |||
+ | Games with huge open worlds, e.g. the [[Grand Theft Auto series]] and the [[Battlefield series]] but also multiplayer maps in the [[Halo series]], can arguably be said to consist mainly of [[Vehicle Sections]]. Building and narrow passages are here the exceptions the [[Vehicle Sections]] and make pedestrian gameplay feasible. | ||
== Using the pattern == | == Using the pattern == | ||
Designing [[Vehicle Sections]] is concerned with presenting players with a different scale between moving in [[Vehicles]] and moving without them - games where one always is inside vehicles with the same capacities could be said to consist entirely of [[Vehicle Sections]] but this also makes talking about the pattern superfluous. | Designing [[Vehicle Sections]] is concerned with presenting players with a different scale between moving in [[Vehicles]] and moving without them - games where one always is inside vehicles with the same capacities could be said to consist entirely of [[Vehicle Sections]] but this also makes talking about the pattern superfluous. | ||
− | [[Obstacles]] | + | [[Vehicle Sections]] can be emphasized compare to other regions in several ways. One is simply to having entire [[Levels]] be [[Vehicle Sections]] which are intermixed with other [[Levels]] ([[Crysis]] can be seen as an example of this). Another, exemplified by the [[Battlefield series]] and the [[Grand Theft Auto series]] from the third installment and forward, is to have most of a [[Level]] be [[Vehicle Sections]] but provide some places where pedestrian movement is required or those lacking [[Vehicles]] can are not disadvantaged. |
+ | |||
+ | While [[Vehicle Sections]] can make use of all types of game world features that other areas can use, it is worth pointing out that [[Obstacles]] and [[Choke Points]] can have more abrupt effects in [[Vehicle Sections]] since players are likely to be moving at higher speeds. | ||
== Consequences == | == Consequences == | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[Game Worlds]] | + | Not too surprising, [[Vehicle Sections]] are areas of [[Game Worlds]] or [[Levels]] dedicated for using [[Vehicles]]. |
− | [[Levels]] | + | |
[[Maneuvering]], | [[Maneuvering]], | ||
[[Movement]], | [[Movement]], | ||
− | |||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Choke Points]], | ||
[[Obstacles]] | [[Obstacles]] | ||
Revision as of 09:29, 30 July 2011
Gameplay areas created for vehicular movement.
Some games let players alternate between self-propelled movement and using vehicles. Vehicle Sections are parts of game worlds specifically designed for the latter.
Contents
Examples
The coast region in Half-Life 2 in mainly an area meant to be traversed using a buggy. Crysis has two parts of the game specifically designed to support travelling in vehicles - in one case in a main battle tank and in another a vertical takeoffs and landing aircraft. Halo: Combat Evolved and the other games in the Halo series have several areas designed to using the Warthog and other vehicles.
Games with huge open worlds, e.g. the Grand Theft Auto series and the Battlefield series but also multiplayer maps in the Halo series, can arguably be said to consist mainly of Vehicle Sections. Building and narrow passages are here the exceptions the Vehicle Sections and make pedestrian gameplay feasible.
Using the pattern
Designing Vehicle Sections is concerned with presenting players with a different scale between moving in Vehicles and moving without them - games where one always is inside vehicles with the same capacities could be said to consist entirely of Vehicle Sections but this also makes talking about the pattern superfluous.
Vehicle Sections can be emphasized compare to other regions in several ways. One is simply to having entire Levels be Vehicle Sections which are intermixed with other Levels (Crysis can be seen as an example of this). Another, exemplified by the Battlefield series and the Grand Theft Auto series from the third installment and forward, is to have most of a Level be Vehicle Sections but provide some places where pedestrian movement is required or those lacking Vehicles can are not disadvantaged.
While Vehicle Sections can make use of all types of game world features that other areas can use, it is worth pointing out that Obstacles and Choke Points can have more abrupt effects in Vehicle Sections since players are likely to be moving at higher speeds.
Consequences
Can Instantiate
Can Modulate
Not too surprising, Vehicle Sections are areas of Game Worlds or Levels dedicated for using Vehicles.
Vehicle Sections can cause Excise if players intentionally or by mistake traverse them.
Since vehicular travel can be assumed to be quicker than "ordinary" travel, Vehicle Sections can be seen as a halfway alternative between Quick Travel and ordinary Movement.
Relations
Can Instantiate
Can Modulate
Game Worlds, Levels, Maneuvering, Movement, Vehicles
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, it was first introduced using another template by Hullett and Whitehead[1], and a more detailed description in this template is available[2].
References
- ↑ Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
- ↑ Vehicle Section pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead