Difference between revisions of "Backtracking Levels"
(One intermediate revision by the same user not shown) | |||
Line 19: | Line 19: | ||
== Using the pattern == | == Using the pattern == | ||
− | [[Backtracking Levels]] is basically a way of designing [[ | + | [[Backtracking Levels]] is basically a way of designing [[Transport Routes]] so players need to go through the entire [[Levels|Level]] or [[Game Boards|Game Board]] and then go back. To make this [[Movement]] necessary, a [[Check Points]], [[Controller]] or something similar is needed so the game has a way of detecting that players have reach the furthermost point. Alternatively, going back through the level can be postponed by having [[Cutscenes]] or even other [[Levels]] interjected between them (as [[Halo: Combat Evolved]] does between the missions ''Assault on the Control Room'' and ''Two Betrayals'', which both take place on the same [[Levels|Level]]). |
== Consequences == | == Consequences == | ||
− | [[Backtracking Levels]] is a way to make more use of [[Levels]] in games. By making players have in effect two [[Traverse]] goals instead of one it can be seen as a way of modifying [[Traverse]] goals. Depending on the specifics of environment that have to be traveled to, [[Backtracking Levels]] can provide [[Varied Gameplay]]. However, unless other [[Rewards]] are provided when reaching the furthest point the pattern may work against players' [[Value of Effort]]. | + | [[Backtracking Levels]] is a way to make more use of [[Transport Routes]] and thereby [[Levels]] in games. By making players have in effect two [[Traverse]] goals instead of one it can be seen as a way of modifying [[Traverse]] goals. Depending on the specifics of environment that have to be traveled to, [[Backtracking Levels]] can provide [[Varied Gameplay]]. However, unless other [[Rewards]] are provided when reaching the furthest point the pattern may work against players' [[Value of Effort]]. |
Quite naturally, [[Quick Returns]] are not compatible with [[Backtracking Levels]]. | Quite naturally, [[Quick Returns]] are not compatible with [[Backtracking Levels]]. | ||
Line 31: | Line 31: | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Levels]], [[Traverse]] | + | [[Game Boards]], |
+ | [[Levels]], | ||
+ | [[Transport Routes]], | ||
+ | [[Traverse]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Latest revision as of 13:34, 21 July 2016
Levels that need to be travel through first one way and then back again the same way again.
While most levels in games require players to move from their initial starting point to the end point of the level, there are some exceptions. Backtracking Levels are similar to ordinary levels, but when players have reached the end, they need to go back to the beginning.
Note: This pattern does not discuss the partial backtracking that can occur in Game World Exploration or Game World Navigation, focusing only on levels where players need to go through them first in one direction and then go completely back.
Contents
Examples
The Hard Rain campaigns in Left 4 Dead 2 requires the players to first go through several levels to retrieve gas tanks, and then go back the same way to be picked up by a boat that can take them to safety.
At some points, Halo: Combat Evolved had players move through one level in one direction but after a couple of additional missions have the players move back through the already explored levels.
Using the pattern
Backtracking Levels is basically a way of designing Transport Routes so players need to go through the entire Level or Game Board and then go back. To make this Movement necessary, a Check Points, Controller or something similar is needed so the game has a way of detecting that players have reach the furthermost point. Alternatively, going back through the level can be postponed by having Cutscenes or even other Levels interjected between them (as Halo: Combat Evolved does between the missions Assault on the Control Room and Two Betrayals, which both take place on the same Level).
Consequences
Backtracking Levels is a way to make more use of Transport Routes and thereby Levels in games. By making players have in effect two Traverse goals instead of one it can be seen as a way of modifying Traverse goals. Depending on the specifics of environment that have to be traveled to, Backtracking Levels can provide Varied Gameplay. However, unless other Rewards are provided when reaching the furthest point the pattern may work against players' Value of Effort.
Quite naturally, Quick Returns are not compatible with Backtracking Levels.
Relations
Can Instantiate
Can Modulate
Game Boards, Levels, Transport Routes, Traverse
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Quick Returns, Value of Effort
History
New pattern for this wiki.
References
-