Difference between revisions of "Landmarks"
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The [[Grand Theft Auto series]] and [[Mirror's Edge]] uses temporary glowing pillars of light to guide players in races. | The [[Grand Theft Auto series]] and [[Mirror's Edge]] uses temporary glowing pillars of light to guide players in races. | ||
− | + | White Gold Tower in The Elder Scrolls IV: Oblivion | |
− | + | ||
− | + | ||
− | + | Assassin's Creed | |
+ | Grand Theft Auto series | ||
+ | |||
+ | == Using the pattern == | ||
+ | [[Landmarks]] are not a specific type of game elements in themselves but rather game elements that distinguish themselves in such ways to help players locate themselves and possible future locations. Any element in a [[Game Worlds|Game World]] can work as long as they are [[Diegetically Outstanding Features]] in some fashion, and this may be the main raison d'être for some [[Props]]. Simply by their size, [[Big Dumb Objects]] (e.g. the various tall buildings in [[The Elder Scrolls IV: Oblivion]] and the [[Grand Theft Auto series]]) and [[Installations]] (unless there are too many of the latter and they are not distinguishable from each other) will likely be [[Landmarks]]. [[Geospatial Game Widgets]], while not being elements ''of'' [[Game Worlds]] are still elements ''in'' [[Game Worlds]] and may therefore also serve as [[Landmarks]]. | ||
− | |||
While [[Landmarks]] can help in any [[Game World Navigation]] they can specifically be placed to show the route of [[Races]]; if used, [[Check Points]] are natural candidates for being [[Landmarks]] in this case. | While [[Landmarks]] can help in any [[Game World Navigation]] they can specifically be placed to show the route of [[Races]]; if used, [[Check Points]] are natural candidates for being [[Landmarks]] in this case. | ||
− | + | [[Environmental Storytelling]] | |
+ | [[Traces]] | ||
+ | [[Clues]] | ||
− | === | + | === Diegetic Aspects === |
− | + | [[Geospatial Game Widgets]] | |
− | + | ||
== Consequences == | == Consequences == | ||
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=== Can Modulate === | === Can Modulate === | ||
− | [[Races]] | + | [[Races]], |
+ | [[Game World Navigation]], | ||
+ | [[Game Worlds]], | ||
+ | [[Levels]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Check Points]] | + | [[Big Dumb Objects]], |
+ | [[Check Points]], | ||
+ | [[Diegetically Outstanding Features]], | ||
+ | [[Geospatial Game Widgets]], | ||
+ | [[Installations]], | ||
+ | [[Props]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 19:48, 5 April 2011
Distinct objects in game worlds that help navigation within them.
Contents
Examples
The Grand Theft Auto series and Mirror's Edge uses temporary glowing pillars of light to guide players in races.
White Gold Tower in The Elder Scrolls IV: Oblivion
Assassin's Creed
Grand Theft Auto series
Using the pattern
Landmarks are not a specific type of game elements in themselves but rather game elements that distinguish themselves in such ways to help players locate themselves and possible future locations. Any element in a Game World can work as long as they are Diegetically Outstanding Features in some fashion, and this may be the main raison d'être for some Props. Simply by their size, Big Dumb Objects (e.g. the various tall buildings in The Elder Scrolls IV: Oblivion and the Grand Theft Auto series) and Installations (unless there are too many of the latter and they are not distinguishable from each other) will likely be Landmarks. Geospatial Game Widgets, while not being elements of Game Worlds are still elements in Game Worlds and may therefore also serve as Landmarks.
While Landmarks can help in any Game World Navigation they can specifically be placed to show the route of Races; if used, Check Points are natural candidates for being Landmarks in this case.
Environmental Storytelling Traces Clues
Diegetic Aspects
Consequences
Landmarks help players with Game World Navigation in Game Worlds and Levels.
Relations
Can Instantiate
with ...
Can Modulate
Races, Game World Navigation, Game Worlds, Levels
Can Be Instantiated By
Big Dumb Objects, Check Points, Diegetically Outstanding Features, Geospatial Game Widgets, Installations, Props
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
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Acknowledgements
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