Difference between revisions of "Diegetically Tangible Game Items"
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=== Examples === | === Examples === | ||
− | |||
− | [[ | + | [[Diegetically Tangible Game Items]] can let players reach places otherwise inaccessible to them. |
+ | |||
+ | Sometimes this is unintentional; that players' avatars could stand on limpet mines in [[Deus Ex]] let them circumvent the level designs, and that players' avatars could stand on each other in [[Team Fortress Classic]] made it possible for them to reach ledges they weren't supposed to. | ||
== Using the pattern == | == Using the pattern == | ||
[[Game Items]] | [[Game Items]] | ||
− | |||
[[Units]] | [[Units]] | ||
Line 31: | Line 31: | ||
[[Puzzles]] | [[Puzzles]] | ||
− | |||
+ | [[Puzzle Solving]] | ||
+ | |||
+ | [[Inaccessible Areas]] | ||
+ | [[Safe Havens]] | ||
+ | [[Traps]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 41: | Line 45: | ||
== Consequences == | == Consequences == | ||
+ | [[Diegetically Tangible Game Items]] are [[Obstacles]] which thereby can affect both [[Movement]] and [[Line of Sight]]. However, since they are removable these are temporary effects, and they may be used to create [[Inaccessible Areas]], [[Safe Havens]], and possibly [[Traps]]. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Inaccessible Areas]], | ||
+ | [[Obstacles]] | ||
+ | [[Safe Havens]], | ||
+ | [[Traps]] | ||
+ | |||
==== with ... ==== | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Line of Sight]] | ||
+ | [[Movement]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 11:46, 16 April 2011
Game elements that have tangible presences in game worlds.
This pattern is a still a stub.
Contents
Examples
Diegetically Tangible Game Items can let players reach places otherwise inaccessible to them.
Sometimes this is unintentional; that players' avatars could stand on limpet mines in Deus Ex let them circumvent the level designs, and that players' avatars could stand on each other in Team Fortress Classic made it possible for them to reach ledges they weren't supposed to.
Using the pattern
Inaccessible Areas Safe Havens Traps
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Diegetically Tangible Game Items are Obstacles which thereby can affect both Movement and Line of Sight. However, since they are removable these are temporary effects, and they may be used to create Inaccessible Areas, Safe Havens, and possibly Traps.
Relations
Can Instantiate
Inaccessible Areas, Obstacles Safe Havens, Traps
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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