Difference between revisions of "Quick Returns"

From gdp3
Jump to: navigation, search
Line 7: Line 7:
 
[[Category:Stub]]
 
[[Category:Stub]]
 
''Navigational structures that make returning from a certain position to a part of the game world much easier than reach it.''
 
''Navigational structures that make returning from a certain position to a part of the game world much easier than reach it.''
 +
 +
  
 
=== Examples ===
 
=== Examples ===
Both lairs of the ''superheroes'' in the The Superhuman Gambit quest in [[Fallout 3]] have secret, or hard to unlock, exits that lead to easily accessible areas. This means that players do not have to backtrack their whole was through the complexes after reaching their center.
+
Both lairs of the 'superheroes' in the ''The Superhuman Gambit'' quest in [[Fallout 3]] have secret, or hard to unlock, exits that lead to easily accessible areas. This means that players do not have to backtrack their whole was through the complexes after reaching their center.
  
 
In [[Assassin's Creed 2]] (of the [[Assassin's Creed series]]) all viewpoint, which are located on high buildings and can be quite difficult to get to, can be jumped off so the player's character lands unharmed in a pile of hay or leaves.  
 
In [[Assassin's Creed 2]] (of the [[Assassin's Creed series]]) all viewpoint, which are located on high buildings and can be quite difficult to get to, can be jumped off so the player's character lands unharmed in a pile of hay or leaves.  
Line 17: Line 19:
 
== Using the pattern ==
 
== Using the pattern ==
  
[[Backtracking Levels]]
 
  
[[Quick Travel]]
+
 
 +
 
  
 
== Consequences ==
 
== Consequences ==
[[Quick Returns]] are a way to modulate [[Levels]] to remove [[Excise]] after [[Traverse]] goals have been achieved.
+
[[Quick Returns]] are a way to modulate [[Levels]] to remove [[Excise]] after [[Traverse]] goals have been achieved. They are a specific, typically one-way or limited use, form of [[Quick Travel]] and are incompatible with [[Backtracking Levels]] since the main characteristic of the latter is that one needs to go through the level both ways.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Quick Travel]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 31: Line 34:
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
Line 43: Line 49:
  
 
== References ==
 
== References ==
<references>
+
-
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
+
 
</references>
+
== Acknowledgments ==
 +
-

Revision as of 22:14, 19 January 2011

Navigational structures that make returning from a certain position to a part of the game world much easier than reach it.


Examples

Both lairs of the 'superheroes' in the The Superhuman Gambit quest in Fallout 3 have secret, or hard to unlock, exits that lead to easily accessible areas. This means that players do not have to backtrack their whole was through the complexes after reaching their center.

In Assassin's Creed 2 (of the Assassin's Creed series) all viewpoint, which are located on high buildings and can be quite difficult to get to, can be jumped off so the player's character lands unharmed in a pile of hay or leaves.

Torchlight lets players get Portal scrolls that allow them to go instantly back to the town that is the starting point for the game, and return back to where they were after having resupplied.

Using the pattern

Consequences

Quick Returns are a way to modulate Levels to remove Excise after Traverse goals have been achieved. They are a specific, typically one-way or limited use, form of Quick Travel and are incompatible with Backtracking Levels since the main characteristic of the latter is that one needs to go through the level both ways.

Relations

Can Instantiate

Quick Travel

Can Modulate

Levels, Traverse

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Backtracking Levels

History

New pattern for this wiki.

References

-

Acknowledgments

-