Difference between revisions of "Conditional Passageways"

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Line 32: Line 32:
 
[[Gain Competence]],  
 
[[Gain Competence]],  
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
[[Inaccessible Areas]],
 
 
[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
 
[[Privileged Movement]],  
 
[[Privileged Movement]],  
Line 54: Line 53:
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Controllers]],  
 
[[Controllers]],  
 +
[[Inaccessible Areas]],
 
[[Switches]],  
 
[[Switches]],  
 
[[Teams]],  
 
[[Teams]],  

Revision as of 09:39, 31 July 2011

Passageways in games that can only be moved through if certain conditions are met.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Environmental Effects

Secret Areas

Can Instantiate

Gain Competence, Gain Ownership, Predetermined Story Structures, Privileged Movement, Safe Havens, Smooth Learning Curves

with Vehicles

Balancing Effects

Can Modulate

Game Worlds, Levels, Movement, Vehicles

Can Be Instantiated By

One-Way Travel

Choke Points together with Enemies or Obstacles

Can Be Modulated By

Controllers, Inaccessible Areas, Switches, Teams, Tools, Vehicles

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements