Difference between revisions of "Obstacles"
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− | [[Obstacles]] create [[Movement Limitations]] in how players can perform [Movement]] or [[Maneuvering]] in [[Game Worlds]] or [[Levels]]. By doing so, they naturally are [[Diegetically Outstanding Features]] even if this can be enhanced by their visual presentation. Depending on the size of the [[Obstacles]], they can also make [[Game World Navigation]] difficult simply because they can make it difficult to get an overview of one's surroundings. By using these features and being placed strategically, [[Obstacles]] can modulate [[Traverse]] or [[Exploration]] goals to offer [[Challenging Gameplay]]. | + | [[Obstacles]] create [[Movement Limitations]] in how players can perform [[Movement]] or [[Maneuvering]] in [[Game Worlds]] or [[Levels]]. By doing so, they naturally are [[Diegetically Outstanding Features]] even if this can be enhanced by their visual presentation. Depending on the size of the [[Obstacles]], they can also make [[Game World Navigation]] difficult simply because they can make it difficult to get an overview of one's surroundings. By using these features and being placed strategically, [[Obstacles]] can modulate [[Traverse]] or [[Exploration]] goals to offer [[Challenging Gameplay]]. |
While all [[Obstacles]] are [[Diegetically Tangible Game Items]], the reverse is not true since some game items can be stepped over or onto, or can easily be moved aside. [[Obstacles]] can be [[Surprises]] if they appear suddenly from the players' perspective. When happens, they can effectively be [[Traps]]. | While all [[Obstacles]] are [[Diegetically Tangible Game Items]], the reverse is not true since some game items can be stepped over or onto, or can easily be moved aside. [[Obstacles]] can be [[Surprises]] if they appear suddenly from the players' perspective. When happens, they can effectively be [[Traps]]. |
Revision as of 09:13, 3 May 2011
Game elements that hinder players from taking the shortest route between two places in game worlds.
One definition of playing a game is "the voluntary attempt to overcome unnecessary obstacles"[1]. This can be applied literally by requiring that navigation in Game Worlds take into consideration diegetically present physical Obstacles. Often the Obstacles may be moved, destroyed, or avoided by specific actions but until this has been done (and it has become possible to do so), the Obstacles slow or block the players' progress in the game.
Contents
Examples
Example: The typical Obstacles in adventure games are locked doors, which can only be opened with a correct key, for example, the locked doors of The Legend of Zelda: Wind Waker require keys.
Using the pattern
The choice of an Obstacle determines how players can bypass it, if at all. Obstacles that block the way to Inaccessible Areas are often also Controllers, which support an action to remove the Obstacle but also require a specific Resource or Tool. Obstacles can be Outstanding Features when placed alone or given different visual appearance to other Obstacles.
Typically, Obstacles that do not act as boundaries for Inaccessible Areas can be avoided by taking a longer route, even if it is simply walking around a boulder or tree. The Obstacle may not necessarily block the passage through it, but can make the movement slower or cause damage or deplete Resources. Note that an Obstacle can also be a larger area, for example, a mountain or a pit. If the Obstacles can be removed by Switches on the far side of them, this provides a way to create Quick Returns.
Skillful players can often bypass more than one Obstacle at the same time, and without requiring more Resources than needed for an Obstacle -free course. This expression of Game Mastery can be made possible by Timing, e. g., moving between moving objects, or Dexterity-Based Actions, e. g., avoiding stationary objects and other vehicles when driving, depending on the nature of the Obstacle.
Obstacles are usually not deadly to Units or Avatars, at least not immediately. However, they can cause Leaps of Faith and can hinder Aim & Shoot actions against threats. See Deadly Traps for these types of game elements.
While Obstacles affect how Avatars and Units can move in Game Worlds, Avatars and Units can be Obstacles to each other if they are Diegetically Tangible Game Items.
Can Modulate
Aim & Shoot, Avatars, Challenging Gameplay, Destructible Objects, Game Worlds, Levels, Line of Sight, Rhythm-Based Actions, Units
Can Be Instantiated By
Avatars, Cosmetic Game Items, Diegetically Tangible Game Items, Installations, Props, Units
Diegetic Aspects
If Obstacles are placed so they only become apparent when they are closed, typically through a combination of high speed and turning corners, they give rise to Surprises.
Interface Aspects
Narrative Aspects
Consequences
Obstacles create Movement Limitations in how players can perform Movement or Maneuvering in Game Worlds or Levels. By doing so, they naturally are Diegetically Outstanding Features even if this can be enhanced by their visual presentation. Depending on the size of the Obstacles, they can also make Game World Navigation difficult simply because they can make it difficult to get an overview of one's surroundings. By using these features and being placed strategically, Obstacles can modulate Traverse or Exploration goals to offer Challenging Gameplay.
While all Obstacles are Diegetically Tangible Game Items, the reverse is not true since some game items can be stepped over or onto, or can easily be moved aside. Obstacles can be Surprises if they appear suddenly from the players' perspective. When happens, they can effectively be Traps.
The combination of several Obstacles can create natural boundaries to an Inaccessible Area, and when used in this fashion, they can support the Narrative Structure of the game if they can latter be removed, e.g. by Switches. This does not necessarily led to new Levels or areas of the Game Worlds - they can also provide Quick Returns.
To be able to bypass Obstacles more easily can be the effect of a Privileged Ability or an expression of Game Mastery.
Relations
Can Instantiate
Diegetically Outstanding Features, Movement Limitations, Surprises
with Exploration or Traverse
with Surprises
with Switches
Can Modulate
Aim & Shoot, Avatars, Challenging Gameplay, Destructible Objects, Exploration, Game World Navigation, Game Worlds, Maneuvering, Movement, Levels, Line of Sight, Rhythm-Based Actions, Traverse, Units
Can Be Instantiated By
Avatars, Cosmetic Game Items, Diegetically Tangible Game Items, Installations, Props, Units
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Obstacles that was part of the original collection in the book Patterns in Game Design[2].
References
- ↑ Suits, B. (2005). The Grasshopper: Games, Life and Utopia. Broadview Press. ISBN 155111772X
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.