Difference between revisions of "Transport Routes"
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== Consequences == | == Consequences == | ||
− | + | [[Transport Routes]] give rise to basic [[Traverse]] goals of moving from one end of it to the other. They can create [[Choke Points]] if opposing exists or the transport capacity is limited. [[Game World Navigation]] can be necessary when players have several [[Transport Routes]] to choose from and [[Lull Periods]] can occur if they are sufficiently long and do not require much attention from players. | |
− | [[Choke Points]] | + | |
− | [[Game World Navigation]] | + | |
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− | [[ | + | |
== Relations == | == Relations == |
Revision as of 07:25, 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.
Contents
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
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
Transport Routes give rise to basic Traverse goals of moving from one end of it to the other. They can create Choke Points if opposing exists or the transport capacity is limited. Game World Navigation can be necessary when players have several Transport Routes to choose from and Lull Periods can occur if they are sufficiently long and do not require much attention from players.
Relations
Can Instantiate
Choke Points, Game World Navigation, Lull Periods, Traverse
Can Modulate
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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
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Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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