Difference between revisions of "Invisible Walls"
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== Consequences == | == Consequences == | ||
− | [[Invisible Walls]] limit how players can move in [[Game Worlds]] or [[Levels]], either by being [[Obstacles]] or creating [[Inaccessible Areas]]. However, if players reach or notice the [[Invisible Walls]] they can easily | + | [[Invisible Walls]] limit how players can move in [[Game Worlds]] or [[Levels]], either by being [[Obstacles]] or creating [[Inaccessible Areas]]. However, if players reach or notice the [[Invisible Walls]] they can easily lose their sense of [[Spatial Engrossment]] as the walls typically breaks the [[Thematic Consistency]] of the game. |
[[Invisible Walls]] can be used to create mazes that require [[Memorizing]] to a greater extent to navigate and [[Traverse]] than other mazes. | [[Invisible Walls]] can be used to create mazes that require [[Memorizing]] to a greater extent to navigate and [[Traverse]] than other mazes. |
Revision as of 15:05, 5 May 2011
Obstacles in game worlds that limit the players' movement, but not vision.
It is not practical for all types of games to make their entire game worlds possible to visit for players since this would require either extensive production costs or similar gameplay everywhere. Even so, game designers may wish to show players somewhat more of the game worlds than is playable. One way of achieving this is to put up Invisible Walls that separate the gameplay areas from other, often less detailed, areas, so that an illusion of a greater game world can be created. Typically game designs try to steer players so that they do not become too interested in what is beyond the Invisible Walls since trying to get there will make players aware of their presence.
Contents
Examples
Some of the early flight simulators, e.g. the first installments of the Microsoft Flight Simulator series, used Invisible Walls to limit the area the player can enter. When encountering Invisible Walls planes essentially remained in the same location, even though it still seemed to fly over the terrain. However many much more recent games, e.g. Super Mario Sunshine and the Assassin's Creed series, that also wish to portray large game worlds make use of Invisible Walls at certain places. The Half-Life series and Portal 2 in the Portal series does this as well to give an illusion of a larger world than the players can actual enter.
Using the pattern
Invisible Walls are typically used for production or gameplay reasons - in the first case to avoid having to develop to much content and in the second case to ensure that gameplay stays located with a designed part of a Game World. Although Invisible Walls may break Spatial Engrossment they can be preferable to using Traps, such as bottomless chasms or a sea of lava, if deaths by environmental causes are not meant to be part of a gameplay concept.
Diegetic Aspects
Not all Invisible Walls are invisible, they may be windows or force fields. When they can be fitted within the Thematic Consistency using pseudo-scientific explanations, e.g. transparent aluminum or force fields, or magical ones, e.g. hexes and pentagrams, this may help maintain Thematic Consistency better than simply having walls not being possible to see.
Consequences
Invisible Walls limit how players can move in Game Worlds or Levels, either by being Obstacles or creating Inaccessible Areas. However, if players reach or notice the Invisible Walls they can easily lose their sense of Spatial Engrossment as the walls typically breaks the Thematic Consistency of the game.
Invisible Walls can be used to create mazes that require Memorizing to a greater extent to navigate and Traverse than other mazes.
Relations
Can Instantiate
Inaccessible Areas, Obstacles, Memorizing
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Spatial Engrossment, Thematic Consistency
History
An updated version of the pattern Invisible Walls that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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