Difference between revisions of "Vehicles"

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''Game elements that allows for faster movement, or different types of movement, than that normally available.''
 
''Game elements that allows for faster movement, or different types of movement, than that normally available.''
  
This pattern is a still a stub.
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Game worlds can be difficult to move through, either because the terrain is hazardous, one cannot traverse it because one does not have the right abilities, or simply because they are very large.
  
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''Note: this pattern describes diegetic vehicles that can be entered or mounted to ease travel. Those vehicles that players control directly are in fact either [[Avatars]] or [[Units]].''
 
=== Examples ===
 
=== Examples ===
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[[Battlefield series]]
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[[Minecraft]]
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[[Oblivion]]
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[[Grand Theft Auto series]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Dexterity-Based Actions]]
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[[Real-Time Games]]
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[[Game Worlds]]
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[[Spawn Points]]
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[[Privileged Movement]]
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[[Installations]]
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[[Game Mastery]]
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[[Varied Gameplay]]
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[[Movement]]
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[[Inaccessible Areas]]
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Like many game elements, [[Vehicles]] can be [[Destructables]]. For these it can however be appropriate to allow the destruction occur due to reckless driving, and in any case link the destruction of the [[Vehicles]] to loss of [[Lives]] if these are used in the games.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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This pattern describes all game elements that can provide transportation for [[Avatars]] and [[Units]], so diegetically the [[Vehicles]] do not have to be device but can be living creatures such as horses, elephants, and magical birds.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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In [[Real-Time Games]] it may not be easy to map the normal interface players use for [[Maneuvering]] to that use for the available [[Vehicles]], e.g. the movement of a human translates bad to that of a helicopter. To solve this games may need to provide different control sets for each types of vehicles depending on their form of locomotion, and [[Option Interfaces]] for each of them so players can customize them.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Vehicles]] modify how players can perform [[Movement]], and [[Maneuvering]] for [[Real-Times Games]], in [[Game Worlds]].
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When they provide ways of travelling through otherwise impossible mediums, e.g. air or water, they give players a form of [[Privileged Movement]] that can open up [[Inaccessible Areas]] - but if [[Vehicles]] allowing this are to easy to access the areas stop being treated as [[Inaccessible Areas]] and only ones cumbersome to enter.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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[[Privileged Movement]]
==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]],
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[[Lives]],
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[[Maneuvering]],
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[[Movement]]
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==== with [[Privileged Movement]] ====
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[[Inaccessible Areas]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Destructables]],
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[[Option Interfaces]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Inaccessible Areas]]
  
 
== History ==
 
== History ==

Revision as of 21:53, 21 March 2011

Game elements that allows for faster movement, or different types of movement, than that normally available.

Game worlds can be difficult to move through, either because the terrain is hazardous, one cannot traverse it because one does not have the right abilities, or simply because they are very large.


Note: this pattern describes diegetic vehicles that can be entered or mounted to ease travel. Those vehicles that players control directly are in fact either Avatars or Units.

Examples

Battlefield series

Minecraft

Oblivion

Grand Theft Auto series

Using the pattern

Dexterity-Based Actions

Real-Time Games

Game Worlds

Spawn Points Privileged Movement Installations


Game Mastery

Varied Gameplay

Movement

Inaccessible Areas

Like many game elements, Vehicles can be Destructables. For these it can however be appropriate to allow the destruction occur due to reckless driving, and in any case link the destruction of the Vehicles to loss of Lives if these are used in the games.

Diegetic Aspects

This pattern describes all game elements that can provide transportation for Avatars and Units, so diegetically the Vehicles do not have to be device but can be living creatures such as horses, elephants, and magical birds.

Interface Aspects

In Real-Time Games it may not be easy to map the normal interface players use for Maneuvering to that use for the available Vehicles, e.g. the movement of a human translates bad to that of a helicopter. To solve this games may need to provide different control sets for each types of vehicles depending on their form of locomotion, and Option Interfaces for each of them so players can customize them.

Consequences

Vehicles modify how players can perform Movement, and Maneuvering for Real-Times Games, in Game Worlds.

When they provide ways of travelling through otherwise impossible mediums, e.g. air or water, they give players a form of Privileged Movement that can open up Inaccessible Areas - but if Vehicles allowing this are to easy to access the areas stop being treated as Inaccessible Areas and only ones cumbersome to enter.

Relations

Can Instantiate

Privileged Movement

Can Modulate

Game Worlds, Lives, Maneuvering, Movement

with Privileged Movement

Inaccessible Areas

Can Be Instantiated By

-

Can Be Modulated By

Destructables, Option Interfaces

Possible Closure Effects

-

Potentially Conflicting With

Inaccessible Areas

History

New pattern created in this wiki.

References

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Acknowledgements

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