Difference between revisions of "Privileged Movement"

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=== Narrative Aspects ===
 
=== Narrative Aspects ===
 +
When given as [[New Abilities]], [[Privileged Movement]] can be used to allow entry into previously [[Inaccessible Areas]] and thereby unlock new parts of [[Predetermined Story Structures]].
  
 
== Consequences ==
 
== Consequences ==
[[Privileged Movement]] is a form of [[Privileged Abilities]] regarding [[Movement]] and can be used to create [[Orthogonal Unit Differentiation]]. Like other [[Privileged Abilities]], the use of [[Privileged Movement]] can potentially disrupt [[Player Balance]]. Privileged Movement can be used to make Herd or Traverse goals easier for certain game elements and may be used to maintain a Narrative Structure by only making certain Inaccessible Areas accessible at the right time.
+
[[Privileged Movement]] is a form of [[Privileged Abilities]] regarding [[Movement]] and can be used to create [[Orthogonal Unit Differentiation]]. Like other [[Privileged Abilities]], the use of [[Privileged Movement]] can potentially disrupt [[Player Balance]]. [[Privileged Movement]] can be used to make [[Herd]] or [[Traverse]] goals easier and when given as [[New Abilities]] may be used to ensure the unfolding of [[Predetermined Story Structures]] is done in a specific order due to controlling how [[Inaccessible Areas]] are made accessible.
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Enemies]],  
 
[[Enemies]],  
 
[[Environmental Effects]],  
 
[[Environmental Effects]],  
[[Inaccessible Areas]],
 
 
[[Units]]
 
[[Units]]
  
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Aim & Shoot]],  
 
[[Aim & Shoot]],  
 +
[[New Abilities]],
 
[[Orthogonal Unit Differentiation]],  
 
[[Orthogonal Unit Differentiation]],  
 
[[Privileged Abilities]],  
 
[[Privileged Abilities]],  
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[[Enemies]],  
 
[[Enemies]],  
 
[[Environmental Effects]],  
 
[[Environmental Effects]],  
 +
[[Herd]],
 
[[Inaccessible Areas]],  
 
[[Inaccessible Areas]],  
 
[[Movement]],  
 
[[Movement]],  
 +
[[Traverse]],
 
[[Units]]
 
[[Units]]
  

Revision as of 11:43, 28 May 2011

Being able to do a form of movement that others cannot.

Many games include moving game elements as part of gameplay, but many of these have different types of movement for different types of game elements. By providing game this, some, or in rare case all, game elements have a form of Privileged Movement that gives them additional value when compared to other ones.

Examples

Knights in Chess have a privileged form of movement since they do not require line-of-sight to the square that they move to. The game of Draughts (or Checkers) requires that players promote at least one singleton to a doubleton in order to get the required Privileged Movement that is necessary to win.

The ability to fly or teleport through psychic powers or spells is an form of Privileged Movement found in Category:Roleplaying Games such as Dungeons & Dragons or GURPS. The Fallout series and The Elder Scrolls series has Privileged Movement in a form that breaks thematic consistency - players can go through doors to move to other levels but enemies cannot.

Taking control of vehicles in Battlefield 1942, Battlefield Vietnam, or Halo give players other forms of movement that when on foot, with planes and helicopters allowing the most different type of movement.

Using the pattern

Privileged Movement can be used to let game elements move in ways impossible to other game elements or may make the Movement have effects which other game elements do not have. Examples of ways which Privileged Movement can affect the movement itself includes ignoring Obstacles or entering Inaccessible Areas. When the Privileged Movement allows better Game State Overview than otherwise possible, it helps Game World Navigation. Examples of forms of Privileged Movement can be that the game elements repulse or attract other game elements in their wake or that the game elements leaves Traces that can have beneficial or negative consequences to those that enter the Traces, or that the Traces simply give information.

The effects Privileged Movement allows can depend on the type of locomotion the Privileged Movement uses. Flying allows better Game State Overview and thereby promotes Game World Navigation and lets players avoid Enemies that cannot fly and do not have ranged weapons. Climbing may allow vertical movement by usually depends on the material of what is climbed. Swinging requires players to perform Aim & Shoot actions.

Can Be Instantiated By

Environmental Effects, Quick Returns, Quick Travel, Tools, Vehicles, Weapons

Diegetic Aspects

Interface Aspects

Narrative Aspects

When given as New Abilities, Privileged Movement can be used to allow entry into previously Inaccessible Areas and thereby unlock new parts of Predetermined Story Structures.

Consequences

Privileged Movement is a form of Privileged Abilities regarding Movement and can be used to create Orthogonal Unit Differentiation. Like other Privileged Abilities, the use of Privileged Movement can potentially disrupt Player Balance. Privileged Movement can be used to make Herd or Traverse goals easier and when given as New Abilities may be used to ensure the unfolding of Predetermined Story Structures is done in a specific order due to controlling how Inaccessible Areas are made accessible.

Can Instantiate

Aim & Shoot, Orthogonal Unit Differentiation, Safe Havens, Varied Gameplay

Can Modulate

Enemies, Environmental Effects, Units


Relations

Can Instantiate

Aim & Shoot, New Abilities, Orthogonal Unit Differentiation, Privileged Abilities, Safe Havens, Varied Gameplay

Can Modulate

Enemies, Environmental Effects, Herd, Inaccessible Areas, Movement, Traverse, Units

Can Be Instantiated By

Environmental Effects, Quick Returns, Quick Travel, Tools, Vehicles, Weapons

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Player Balance

History

A rewrite of the pattern Privileged Movement that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.