Difference between revisions of "Vehicle Sections"
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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− | '' | + | ''Gameplay areas created for vehicular movement.'' |
− | + | Some games let players alternate between self-propelled movement and using vehicles. [[Vehicle Sections]] are parts of game worlds specifically designed for the latter. | |
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
− | + | Designing [[Vehicle Sections]] is concerned with presenting players with a different scale between moving in [[Vehicles]] and moving without them; Games where one always is inside vehicles with the same capacities could be said to consist entirely of [[Vehicle Sections]] but this also makes talking about the pattern superfluous. | |
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Strategic Knowledge]] | |
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == |
Revision as of 09:07, 30 July 2011
Gameplay areas created for vehicular movement.
Some games let players alternate between self-propelled movement and using vehicles. Vehicle Sections are parts of game worlds specifically designed for the latter.
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
Designing Vehicle Sections is concerned with presenting players with a different scale between moving in Vehicles and moving without them; Games where one always is inside vehicles with the same capacities could be said to consist entirely of Vehicle Sections but this also makes talking about the pattern superfluous.
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
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