Difference between revisions of "Maneuvering"

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[[Category:Staffan's current workpage]]
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[[Category:Action Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Needs examples]]
 
[[Category:Stub]]
 
 
''Controlling the movement of game elements in real-time games.''
 
''Controlling the movement of game elements in real-time games.''
  
This pattern is a still a stub.
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Moving game elements in games are common, but doing so in real-time games require different skills than in turn-based ones. This type of movement, [[Maneuvering]], requires players to pay constant attention to what happens in the game and react to these with the appropriate timing.
 
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Games in which players control vehicles or characters that move in real time often have Obstacles or Enemies that have to be avoided. Doing this in real time requires Maneuvering of the game elements under the players' control.
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=== Examples ===
 
=== Examples ===
[[Assassin's Creed series]]
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[[:Category:Racing Games|Racing Games]] such as the [[Need for Speed series]] and the [[Gran Turismo series]] requires players to maneuver cars as quickly as possible around courses. The racing games in the [[F-Zero series|F-Zero]] and [[Wipeout series]] also requires player to maneuver vehicles to avoid obstacles and other vehicles but does this at even high speeds and on tracks making full use of three dimensions.
[[Left 4 Dead series]]
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Example: Much of the skill in playing first-person shooters consists in being able to maneuver one's Avatar so one avoids enemy gunfire and has good opportunities to attack enemies.
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Much of the skill in playing [[:Category:FPS Games|First-Person Shooters]] such as the [[Battlefield series]], the [[Halo series]], and the [[Left 4 Dead series]] consists in being able to maneuver [[Avatars]], and vehicles they have entered, so one has good opportunities to attack enemies while still avoiding their attacks.  
  
Example: The racing game F-Zero GX requires player to maneuver to avoid obstacles and other vehicles while traveling at high speeds on a 3D racing track.
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In the [[Assassin's Creed series]], the [[Super Mario series]], and the [[Tomb Raider series]] players need to navigate the game environment by timing running, jumping, and other movement actions to a high degree.
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Maneuvering]] in a [Game Worlds|Game World]], even in simple two-dimensional [Game Worlds]], enhances the feeling of [Spatial Immersion]].
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[[Maneuvering]] is basically [[Movement]] in [[Real-Time Games]], and can be necessary either due to wanting to reach certain locations (e.g. winning [[Races]]) or due to wishing to avoid other game elements that move. The specifics of [[Game Worlds]] generally affect this but some patterns are more likely to have strong effects on [[Maneuvering]], with [[The Show Must Go On]] being the most important since it means that players may not be able to ignore performing the [[Maneuvering]]. Of the two cases, [[Evade]] can be used in the first case to make players with to avoid [[Penalties]] due to from collisions while [[Chargers]] and [[Pick-Ups]] can be used to create [[Collecting]] goals. In the second case, [[Movement]] of [[Enemies]], or shots from them, can make [[Maneuvering]] more important due to the presence of [[Evade]] goals; the same applies to [[Ultra-Powerful Events]], e.g., raising bridges or rock falls, that can be perceived and avoided. The importance of [[Maneuvering]] can also be affected due to goals to [[Capture]] or [[Herd]] something, or when the [[Maneuvering]] is part of attempting actions concerning [[Aim & Shoot]]. [[Vehicles]] offer ways to change the way [[Maneuvering]] is done temporary or over time as gameplay progresses and this can be emphasized by the presence of dedicated [[Vehicle Sections]].
  
Maneuvering can be necessary either due to the Movement of a game element controlled by a player or by the movement of other game elements. In the first case, Obstacles and Deadly Traps in the environment may cause emergent Evade goals, or Chargers and Pick-Ups may require Collecting actions, both of which can be completed by Maneuvering. Movement of other game elements can be Enemies, or shots from them, that aim directly for the players' game elements or can be Ultra-Powerful Events, e. g., raising bridges or rock falls, that have to be avoided. Maneuvering due to the Movement of other game elements does not only have to aid in Evading them but can also include Aim & Shoot actions with the intention of fulfilling Capture or Eliminate goals.
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[[Maneuvering]] requires that players have some level of [[Spatial Engrossment]] in the game and this typically requires either [[First-Person Views]] or [[Third-Person Views]]. [[Challenging Gameplay]] can quite easily be achieved for [[Maneuvering]] through the specifics of these views, the speed of game elements (see [[F-Zero GX]] and the [[Wipeout series]] for examples of this), and the number the number of [[Obstacles]], and other game elements (including other players) that players need to take into consideration. The first raises the requirements on skills in [[Dexterity-Based Actions]] while the second requires [[Attention Swapping]].
 
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Maneuvering requires that players at least have a weak Spatial Immersion in the game and thereby requires either a First-Person View or a Third-Person View. Setting theRight Level of Difficulty for Maneuvering actions can be done either by controlling the speed game elements move in or controlling the Right Level of Complexity by the number of game elements that have to be taken into consideration at any given point. The first raises the requirements on skills in Dexterity-Based Actions while the second requires Attention Swapping.
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
The need for Maneuvering comes either from a lack of Game State Overview that causes the current situation to be suboptimal or because the Game World is sufficiently complex to make corrections necessary regardless of chosen path. Both these causes may be due to the Movement of other game elements, which can either be intentional movement by Enemies or instantiations of The Show Must Go On.
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[[Maneuvering]] is a [[Dexterity-Based Actions|Dexterity-Based Action]] that often requires [[Timing]], especially when players are given [[Capture]], [[Evade]], or [[Herd]] goals. This makes for [[Attention Demanding Gameplay]] which can give [[Spatial Engrossment]] since players must think of the positions of their [[Focus Loci]] in relation to [[Game Worlds]]. Like other forms of [[Movement]], it is quite likely to provide players with a [[Freedom of Choice]].  
  
Maneuvering, like other forms of Movement in Real-Time Games, can give Spatial Immersion and cannot be done in Turn-Based Games.
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The [[Maneuvering]] of [[Enemies]] are likely to make [[Aim & Shoot]] actions more difficult.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Freedom of Choice]]
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[[Attention Demanding Gameplay]],
 
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==== with [[Capture]] ====
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[[Dexterity-Based Actions]],  
 
[[Dexterity-Based Actions]],  
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[[Freedom of Choice]],
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[[Races]],
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[[Spatial Engrossment]],
 
[[Timing]]
 
[[Timing]]
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==== with [[Chargers]] or [[Pick-Ups]] ====
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[[Collecting]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Capture]]
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[[Aim & Shoot]]  
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Aim & Shoot]],
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[[Capture]],
 
[[Challenging Gameplay]],  
 
[[Challenging Gameplay]],  
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[[Chargers]],
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[[Damage]],
 
[[Enemies]],  
 
[[Enemies]],  
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[[Environmental Effects]],
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[[Evade]],
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[[First-Person Views]],
 
[[Game Worlds]],  
 
[[Game Worlds]],  
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[[Herd]],
 
[[Obstacles]],  
 
[[Obstacles]],  
 
[[Pick-Ups]],  
 
[[Pick-Ups]],  
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[[The Show Must Go On]],
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[[Third-Person Views]],
 
[[Traps]],  
 
[[Traps]],  
 
[[Turn-Based Games]],  
 
[[Turn-Based Games]],  
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[[Ultra-Powerful Events]],
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[[Vehicle Sections]],
 
[[Vehicles]]
 
[[Vehicles]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==

Latest revision as of 08:15, 2 September 2014

Controlling the movement of game elements in real-time games.

Moving game elements in games are common, but doing so in real-time games require different skills than in turn-based ones. This type of movement, Maneuvering, requires players to pay constant attention to what happens in the game and react to these with the appropriate timing.

Examples

Racing Games such as the Need for Speed series and the Gran Turismo series requires players to maneuver cars as quickly as possible around courses. The racing games in the F-Zero and Wipeout series also requires player to maneuver vehicles to avoid obstacles and other vehicles but does this at even high speeds and on tracks making full use of three dimensions.

Much of the skill in playing First-Person Shooters such as the Battlefield series, the Halo series, and the Left 4 Dead series consists in being able to maneuver Avatars, and vehicles they have entered, so one has good opportunities to attack enemies while still avoiding their attacks.

In the Assassin's Creed series, the Super Mario series, and the Tomb Raider series players need to navigate the game environment by timing running, jumping, and other movement actions to a high degree.

Using the pattern

Maneuvering is basically Movement in Real-Time Games, and can be necessary either due to wanting to reach certain locations (e.g. winning Races) or due to wishing to avoid other game elements that move. The specifics of Game Worlds generally affect this but some patterns are more likely to have strong effects on Maneuvering, with The Show Must Go On being the most important since it means that players may not be able to ignore performing the Maneuvering. Of the two cases, Evade can be used in the first case to make players with to avoid Penalties due to from collisions while Chargers and Pick-Ups can be used to create Collecting goals. In the second case, Movement of Enemies, or shots from them, can make Maneuvering more important due to the presence of Evade goals; the same applies to Ultra-Powerful Events, e.g., raising bridges or rock falls, that can be perceived and avoided. The importance of Maneuvering can also be affected due to goals to Capture or Herd something, or when the Maneuvering is part of attempting actions concerning Aim & Shoot. Vehicles offer ways to change the way Maneuvering is done temporary or over time as gameplay progresses and this can be emphasized by the presence of dedicated Vehicle Sections.

Maneuvering requires that players have some level of Spatial Engrossment in the game and this typically requires either First-Person Views or Third-Person Views. Challenging Gameplay can quite easily be achieved for Maneuvering through the specifics of these views, the speed of game elements (see F-Zero GX and the Wipeout series for examples of this), and the number the number of Obstacles, and other game elements (including other players) that players need to take into consideration. The first raises the requirements on skills in Dexterity-Based Actions while the second requires Attention Swapping.

Consequences

Maneuvering is a Dexterity-Based Action that often requires Timing, especially when players are given Capture, Evade, or Herd goals. This makes for Attention Demanding Gameplay which can give Spatial Engrossment since players must think of the positions of their Focus Loci in relation to Game Worlds. Like other forms of Movement, it is quite likely to provide players with a Freedom of Choice.

The Maneuvering of Enemies are likely to make Aim & Shoot actions more difficult.

Relations

Can Instantiate

Attention Demanding Gameplay, Dexterity-Based Actions, Freedom of Choice, Races, Spatial Engrossment, Timing

with Chargers or Pick-Ups

Collecting

Can Modulate

Aim & Shoot

Can Be Instantiated By

Movement together with Real-Time Games

Can Be Modulated By

Aim & Shoot, Capture, Challenging Gameplay, Chargers, Damage, Enemies, Environmental Effects, Evade, First-Person Views, Game Worlds, Herd, Obstacles, Pick-Ups, The Show Must Go On, Third-Person Views, Traps, Turn-Based Games, Ultra-Powerful Events, Vehicle Sections, Vehicles

Possible Closure Effects

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Potentially Conflicting With

-

History

A rewrite of the pattern Maneuvering 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.