Difference between revisions of "Vehicle Sections"

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[[Strategic Knowledge]]
 
[[Strategic Knowledge]]
  
[[Obstacles]]
 
[[Quick Returns]]
 
[[Maneuvering]]
 
 
[[Movement]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Game Worlds]],  
 
[[Game Worlds]],  
 
[[Levels]],  
 
[[Levels]],  
 +
[[Maneuvering]],
 +
[[Movement]],
 
[[Vehicles]]
 
[[Vehicles]]
  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Obstacles]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 08:59, 30 July 2011

...

This pattern is a still a stub.

Examples

The coast region in Half-Life 2 in mainly an area meant to be traversed using a buggy. Crysis has two parts of the game specifically designed to support travelling in vehicles - in one case in a main battle tank and in another a vertical takeoffs and landing aircraft.

Using the pattern

question of scale

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Since vehicular travel can be assumed to be quicker than "ordinary" travel, Vehicle Sections can be seen as a halfway alternative between Quick Travel and ordinary Movement.

Relations

Strategic Knowledge


Can Instantiate

with ...

Can Modulate

Game Worlds, Levels, Maneuvering, Movement, Vehicles

Can Be Instantiated By

Can Be Modulated By

Obstacles

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki. However, it was first introduced using another template by Hullett and Whitehead[1], and a more detailed description in this template is available[2].

References

  1. Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
  2. Vehicle Section pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead