Difference between revisions of "Inaccessible Areas"

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== Using the pattern ==
 
== Using the pattern ==
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The primary design choice regarding [[Inaccessible Areas]] is if they should be inaccessible permanently throughout game instances or temporarily.
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 +
 +
[[Private Game Spaces]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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 +
[[Drop-In/Drop-Out]]
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[[Avatars]]
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[[Levels]]
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[[Freedom of Choice]]
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[[Game Worlds]]
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[[Vehicles]]
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[[Environmental Effects]]
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[[Diegetically Tangible Game Items]]
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[[Traps]]
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[[Obstacles]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 20:15, 3 May 2011

Parts of game worlds that players can perceive but cannot enter.

This pattern is a still a stub.

Examples

Using the pattern

The primary design choice regarding Inaccessible Areas is if they should be inaccessible permanently throughout game instances or temporarily.


Private Game Spaces

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Drop-In/Drop-Out Avatars Levels Freedom of Choice Game Worlds Vehicles Environmental Effects Diegetically Tangible Game Items Traps Obstacles

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Inaccessible Areas that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements