Difference between revisions of "Privileged Movement"
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This pattern is a still a stub. | This pattern is a still a stub. | ||
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+ | Few games that have movement of game elements have the same form of movement for all of them. By providing game elements with different types of movement, some or in rare cases, all game elements have Privileged Movement that gives them additional value. | ||
=== Examples === | === Examples === | ||
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+ | Taking control of vehicles in Battlefield 1942 or Battlefield Vietnam give players other forms of movement that when on foot, with planes and helicopters allowing the most different type of movement. | ||
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+ | Knights in Chess have a privileged form of movement since they do not require line-of-sight to the square that they move to. | ||
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+ | the game of Draughts (or Checkers) requires that players promote at least one singleton to a doubleton in order to get the required Privileged Movement that is necessary to win. | ||
== Using the pattern == | == Using the pattern == | ||
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+ | Privileged Movement can be used to let game elements move in ways impossible to other game elements or may make the Movement have effects which other game elements do not have. Examples of ways which Privileged Movement can affect the movement itself includes ignoring Obstacles or entering Inaccessible Areas. When the Privileged Movement allows better Game State Overview than otherwise possible, it helps Game World Navigation. Examples of forms of Privileged Movement can be that the game elements repulse or attract other game elements in their wake or that the game elements leaves Traces that can have beneficial or negative consequences to those that enter the Traces, or that the Traces simply give information. | ||
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+ | The effects Privileged Movement allows can depend on the type of locomotion the Privileged Movement uses. Flying allows better Game State Overview and thereby promotes Game World Navigation and lets players avoid Enemies that cannot fly and do not have ranged weapons. Climbing may allow vertical movement by usually depends on the material of what is climbed. Swinging requires players to perform Aim & Shoot actions. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | Privileged Movement is a form of Privileged Abilities regarding Movement and can be used to create Orthogonal Unit Differentiation. Like other Privileged Abilities, the use of Privileged Movement can potentially disrupt Player Balance. Privileged Movement can be used to make Herd or Traverse goals easier for certain game elements and may be used to maintain a Narrative Structure by only making certain Inaccessible Areas accessible at the right time. | ||
== Relations == | == Relations == | ||
+ | [[Units]] | ||
+ | [[Quick Returns]] | ||
+ | [[Enemies]] | ||
+ | [[Quick Travel]] | ||
+ | [[Aim & Shoot]] | ||
+ | [[Safe Havens]] | ||
+ | [[Vehicles]] | ||
+ | [[Environmental Effects]] | ||
+ | [[Weapons]] | ||
+ | [[Tools]] | ||
+ | [[Inaccessible Areas]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 21:40, 26 May 2011
Being able to do a form of movement that others cannot.
This pattern is a still a stub.
Few games that have movement of game elements have the same form of movement for all of them. By providing game elements with different types of movement, some or in rare cases, all game elements have Privileged Movement that gives them additional value.
Contents
Examples
Taking control of vehicles in Battlefield 1942 or Battlefield Vietnam give players other forms of movement that when on foot, with planes and helicopters allowing the most different type of movement.
Knights in Chess have a privileged form of movement since they do not require line-of-sight to the square that they move to.
the game of Draughts (or Checkers) requires that players promote at least one singleton to a doubleton in order to get the required Privileged Movement that is necessary to win.
Using the pattern
Privileged Movement can be used to let game elements move in ways impossible to other game elements or may make the Movement have effects which other game elements do not have. Examples of ways which Privileged Movement can affect the movement itself includes ignoring Obstacles or entering Inaccessible Areas. When the Privileged Movement allows better Game State Overview than otherwise possible, it helps Game World Navigation. Examples of forms of Privileged Movement can be that the game elements repulse or attract other game elements in their wake or that the game elements leaves Traces that can have beneficial or negative consequences to those that enter the Traces, or that the Traces simply give information.
The effects Privileged Movement allows can depend on the type of locomotion the Privileged Movement uses. Flying allows better Game State Overview and thereby promotes Game World Navigation and lets players avoid Enemies that cannot fly and do not have ranged weapons. Climbing may allow vertical movement by usually depends on the material of what is climbed. Swinging requires players to perform Aim & Shoot actions.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Privileged Movement is a form of Privileged Abilities regarding Movement and can be used to create Orthogonal Unit Differentiation. Like other Privileged Abilities, the use of Privileged Movement can potentially disrupt Player Balance. Privileged Movement can be used to make Herd or Traverse goals easier for certain game elements and may be used to maintain a Narrative Structure by only making certain Inaccessible Areas accessible at the right time.
Relations
Units Quick Returns Enemies Quick Travel Aim & Shoot Safe Havens Vehicles Environmental Effects Weapons Tools Inaccessible Areas
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A rewrite of the pattern Privileged Movement 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.