Difference between revisions of "Diegetically Tangible Game Items"
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=== Examples === | === Examples === | ||
− | + | [[Diegetically Tangible Game Items]] can let players reach places otherwise inaccessible to them. [[Sokoban]] and the [[Tomb Raider series]] uses this to create puzzles but sometimes this effect is unintentional; that players' avatars could stand on limpet mines in [[Deus Ex]] let them circumvent the level designs, and that players' avatars could stand on each other in [[Team Fortress Classic]] made it possible for them to reach ledges they weren't supposed to. | |
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− | [[Diegetically Tangible Game Items]] can let players reach places otherwise inaccessible to them. | + | |
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== Using the pattern == | == Using the pattern == |
Revision as of 11:48, 16 April 2011
Game elements that have tangible presences in game worlds.
This pattern is a still a stub.
Contents
Examples
Diegetically Tangible Game Items can let players reach places otherwise inaccessible to them. Sokoban and the Tomb Raider series uses this to create puzzles but sometimes this effect is unintentional; that players' avatars could stand on limpet mines in Deus Ex let them circumvent the level designs, and that players' avatars could stand on each other in Team Fortress Classic made it possible for them to reach ledges they weren't supposed to.
Using the pattern
Inaccessible Areas Safe Havens Traps
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Diegetically Tangible Game Items are Obstacles which thereby can affect both Movement and Line of Sight. However, since they are removable these are temporary effects, and they may be used to create Inaccessible Areas, Safe Havens, and possibly Traps.
Relations
Can Instantiate
Inaccessible Areas, Obstacles Safe Havens, Traps
with ...
Can Modulate
Can Be Instantiated By
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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