Difference between revisions of "Vehicle Sections"
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[[Strategic Knowledge]] | [[Strategic Knowledge]] | ||
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=== 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.
Contents
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
Can Instantiate
with ...
Can Modulate
Game Worlds, Levels, Maneuvering, Movement, Vehicles
Can Be Instantiated By
Can Be Modulated By
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
- ↑ Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
- ↑ Vehicle Section pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead