Difference between revisions of "Switches"
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''Game elements that players can use to activate events or actions in game worlds.'' | ''Game elements that players can use to activate events or actions in game worlds.'' | ||
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=== Examples === | === Examples === | ||
+ | Buttons and levers on the walls are [[Switches]] used to open doors, walls, and sections of the floor in the early first-person [[:Category:Computer-based Roleplaying Games|Computer Roleplaying]] game [[Dungeon Master]] | ||
== Using the pattern == | == Using the pattern == | ||
+ | Buttons can be sticky, i. e. they stay pressed allowing the players to know if the Button is activated or not. If the Button can be pressed again to inactivate it, this can be used to create Reversability, while those that cannot be changed back enforce Irreversible Actions. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open. | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | Buttons are simple Controllers that allow for a limited range of actions. Their use is trivial to understand, although the effect of activating a Button may be complex and have long-term consequences. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Irreversible Events]] | ||
+ | [[Left 4 Dead series]] | ||
+ | [[Quick Returns]] | ||
+ | [[Levels]] | ||
+ | [[Varying Rule Sets]] | ||
+ | [[Obstacles] | ||
+ | [[Traces]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 16:18, 9 May 2011
Game elements that players can use to activate events or actions in game worlds.
Contents
Examples
Buttons and levers on the walls are Switches used to open doors, walls, and sections of the floor in the early first-person Computer Roleplaying game Dungeon Master
Using the pattern
Buttons can be sticky, i. e. they stay pressed allowing the players to know if the Button is activated or not. If the Button can be pressed again to inactivate it, this can be used to create Reversability, while those that cannot be changed back enforce Irreversible Actions. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Buttons are simple Controllers that allow for a limited range of actions. Their use is trivial to understand, although the effect of activating a Button may be complex and have long-term consequences.
Relations
Can Instantiate
Irreversible Events Left 4 Dead series Quick Returns Levels Varying Rule Sets [[Obstacles] Traces
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Buttons that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-