Difference between revisions of "Invisible Walls"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Invisible Walls]] are typically used for production or gameplay reasons - in the first case to avoid having to develop to much content and in the second case to ensure that gameplay stays located with a designed part of a [[Game Worlds|Game World]]. | ||
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Invisible Walls can be used to create Inaccessible Areas. Although Invisible Walls may break Immersion they can be preferable to having Deadly Traps, such as bottomless chasms or a sea of lava, to limit the area within which the player can move. | Invisible Walls can be used to create Inaccessible Areas. Although Invisible Walls may break Immersion they can be preferable to having Deadly Traps, such as bottomless chasms or a sea of lava, to limit the area within which the player can move. | ||
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== Consequences == | == Consequences == | ||
− | + | [[Invisible Walls]] limit how players can move in [[Game Worlds]] or [[Levels]], either by being [[Obstacles]] or creating [[Inaccessible Areas]]. However, if players reach or notice the [[Invisible Walls]] they can easily loose their sense of [[Spatial Engrossment]] as the walls typically breaks the [[Thematic Consistency]] of the game. | |
− | Invisible Walls | + | |
== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | [[ | + | [[Inaccessible Areas]], |
[[Obstacles]] | [[Obstacles]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== 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 === | ||
+ | [[Spatial Engrossment]], | ||
+ | [[Thematic Consistency]] | ||
== History == | == History == |
Revision as of 14:38, 5 May 2011
Obstacles in game worlds that limit the players' movement, but not vision.
Contents
Examples
some of the early flight simulator games used Invisible Walls to limit the area the player can enter. When encountering an Invisible Wall the plane essentially remained in the same location, even though it still seemed to fly over the terrain.
Using the pattern
Invisible Walls are typically used for production or gameplay reasons - in the first case to avoid having to develop to much content and in the second case to ensure that gameplay stays located with a designed part of a Game World.
Invisible Walls can be used to create Inaccessible Areas. Although Invisible Walls may break Immersion they can be preferable to having Deadly Traps, such as bottomless chasms or a sea of lava, to limit the area within which the player can move.
Invisible Walls can be fitted within the Consistent Reality Logic of a game using scientific explanations (transparent plastic armor or force shields) or magic (hexes and pentagrams) depending, of course, on the nature of the game itself. Further, these explanations can be used within the game area to create puzzles requiring Memorizing.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Invisible Walls limit how players can move in Game Worlds or Levels, either by being Obstacles or creating Inaccessible Areas. However, if players reach or notice the Invisible Walls they can easily loose their sense of Spatial Engrossment as the walls typically breaks the Thematic Consistency of the game.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Spatial Engrossment, Thematic Consistency
History
An updated version of the pattern Invisible Walls 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
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