Difference between revisions of "Transport Routes"

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(Using the pattern)
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Backtracking Levels]],  
 
[[Backtracking Levels]],  
[[Big Dumb Objects]],
 
 
[[Conditional Passageways]],  
 
[[Conditional Passageways]],  
[[Environmental Storytelling]],
 
 
[[Inaccessible Areas]],  
 
[[Inaccessible Areas]],  
 
[[Illusion of Open Space]],  
 
[[Illusion of Open Space]],  
[[Landmarks]],
 
 
[[One-Way Travel]],  
 
[[One-Way Travel]],  
 
[[Quick Returns]]
 
[[Quick Returns]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 
[[Quick Travel]]
 
[[Quick Travel]]
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
  
 
=== Narration Aspects ===
 
=== Narration Aspects ===
 +
[[Transport Routes]] is not a [[:Category:Narration Patterns|Narration Pattern]] in itself but narration can be provided in [[Transport Routes]] to make them more interesting. The most natural way to do this is through [[Environmental Storytelling]] since it is an environment, and examples of patterns that can be used for this reason (or to just make the routes more varied) include [[Big Dumb Objects]] and [[Landmarks]].
  
 
== Consequences ==
 
== Consequences ==

Revision as of 07:23, 3 August 2015

A route in a game world that players need to traverse to get to certain locations.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

As a pattern relating to connecting locations together, it has relations to many such patterns relating to connections.

Can Be Instantiated By

Cut Scenes, Inaccessible Areas, Invisible Walls, Obstacles, Vehicle Sections

Can Be Modulated By

Backtracking Levels, Conditional Passageways, Inaccessible Areas, Illusion of Open Space, One-Way Travel, Quick Returns

Potentially Conflicting With

Quick Travel

Narration Aspects

Transport Routes is not a Narration Pattern in itself but narration can be provided in Transport Routes to make them more interesting. The most natural way to do this is through Environmental Storytelling since it is an environment, and examples of patterns that can be used for this reason (or to just make the routes more varied) include Big Dumb Objects and Landmarks.

Consequences

Can Instantiate

Choke Points, Game World Navigation, Lull Periods, Traverse

Relations

Can Instantiate

Choke Points, Game World Navigation, Lull Periods, Traverse

Can Modulate

-

Can Be Instantiated By

Cut Scenes, Inaccessible Areas, Invisible Walls, Obstacles, Vehicle Sections

Can Be Modulated By

Backtracking Levels, Big Dumb Objects, Conditional Passageways, Environmental Storytelling, Inaccessible Areas, Illusion of Open Space, Landmarks, One-Way Travel, Quick Returns

Possible Closure Effects

-

Potentially Conflicting With

Quick Travel

History

New pattern created in this wiki.

References

-

Acknowledgements

-