Difference between revisions of "Conditional Passageways"
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=== Examples === | === Examples === | ||
− | Many doors in the [[Doom series|Doom]] and [[Quake series]] cannot be opened before players have accessed the proper security cards. | + | Many doors in the [[Doom series|Doom]] and [[Quake series]] cannot be opened before players have accessed the proper security cards. |
+ | |||
+ | [[The Legend of Zelda series]] requires players to collect keys, defeat boss monsters or manipulate the environment in different ways to open doors. The [[Super Mario series]] requires players to collect stars to be able to enter more difficult levels and thereby guarantee that players have completed easier challenges before trying more difficult ones. | ||
== Using the pattern == | == Using the pattern == |
Revision as of 09:49, 31 July 2011
Passageways in games that can only be moved through if certain conditions are met.
This pattern is a still a stub.
Contents
Examples
Many doors in the Doom and Quake series cannot be opened before players have accessed the proper security cards.
The Legend of Zelda series requires players to collect keys, defeat boss monsters or manipulate the environment in different ways to open doors. The Super Mario series requires players to collect stars to be able to enter more difficult levels and thereby guarantee that players have completed easier challenges before trying more difficult ones.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Gain Competence, Gain Ownership, Predetermined Story Structures, Privileged Movement, Safe Havens, Secret Areas, Smooth Learning Curves
with Vehicles
Can Modulate
Game Worlds, Levels, Movement, Vehicles
Can Be Instantiated By
Environmental Effects, One-Way Travel
Choke Points together with Enemies or Obstacles
Can Be Modulated By
Controllers, Inaccessible Areas, Switches, Teams, Tools, Vehicles
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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