Difference between revisions of "Quick Travel"
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Revision as of 21:47, 14 January 2011
Ways for players to move between different places in a game world without visiting the intermittent places.
Many This pattern is a still a stub.
Contents
Examples
Torchlight provides Portal scrolls that allow players to open short cuts to the safety of the town where loot can be sold and new supplies can be bought. All games in the Elder Scrolls series but Morrowind have Quick Travel options to already visited areas through the map of the game world (Morrowind has it through hired transport and magical devices).
Using the pattern
Quick Returns are a special case of Quick Travel to avoid the Grinding of having to travel linearly through already explored areas of Game Worlds.
Games divided into Levels which are not immediately adjacent to each other automatically make use of Quick Travel.
Diegetic Aspects
Cut Scenes are often used, even if they only present static images (as for example Oblivion does), to provide a rationale for the travelling that can be used to maintain Diegetic Consistency.
Interface Aspects
Optional Interfaces of Game World maps can be used as a way of masking the transition between the different places linked by Quick Travel. This is done for most games in the Elder Scrolls series as well as for Fallout 3 and Fallout: New Vegas.
Narrative Aspects
Consequences
Quick Travel changes Game Worlds by letting players travel in them without visiting a continuously series of places between them. For games where such travel is possible, Quick Travel offers a Freedom of Choice to avoid what easily can be a form of Grinding.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Cut Scenes, Optional Interfaces
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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