Difference between revisions of "Movement"
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The difficulty of [[Movement]] is connected to the complexity of the movement and the different ways one can move. The more degrees of freedom of movement a player has, up to the maximum of six (three absolute and three rotational), the more the complexity of the [[Movement]] is increased. Further complications to Movement occur through the introduction of acceleration, deceleration, momentum, turn radii, dislocated centers of gravity, articulated vehicles, fuel [[Resources]], [[Line of Sight]], and vehicles with complex forms of locomotion. These, and the way [[Game Worlds]] are constructed, can be used to create both [[Challenging Gameplay|Challenging]] and [[Complex Gameplay]], but this can be further refined in computer-based games through [[Player/System Skill Composites]] in which the computer helps calculating routes or providing [[Game State Overviews]] of the relevant factors. | The difficulty of [[Movement]] is connected to the complexity of the movement and the different ways one can move. The more degrees of freedom of movement a player has, up to the maximum of six (three absolute and three rotational), the more the complexity of the [[Movement]] is increased. Further complications to Movement occur through the introduction of acceleration, deceleration, momentum, turn radii, dislocated centers of gravity, articulated vehicles, fuel [[Resources]], [[Line of Sight]], and vehicles with complex forms of locomotion. These, and the way [[Game Worlds]] are constructed, can be used to create both [[Challenging Gameplay|Challenging]] and [[Complex Gameplay]], but this can be further refined in computer-based games through [[Player/System Skill Composites]] in which the computer helps calculating routes or providing [[Game State Overviews]] of the relevant factors. | ||
− | In Turn-Based Games, | + | In [[Turn-Based Games]], typical ways of instantiating [[Movement]] is having a movement cost to enter an area and using [[Randomness]] (most often in the form of [[Dice]]), [[Budgeted Action Points]], or a combination of both to determine how many points players have to spend. While simply having a cost of one for each area enter (as e.g. [[Monopoly]] does) having other costs can be motivated based on [[Environmental Effects]] in the areas. |
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+ | [[Quick Returns]] is a way to avoid having to do [[Movement]] though parts of [[Game Worlds]] one has already traversed and can thereby remove [[Movement]] which could be perceived as [[Excise]]. | ||
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[[Warp Zones]] | [[Warp Zones]] | ||
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+ | [[Rhythm-Based Actions]], | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 13:23, 29 May 2011
The action of moving game elements in game worlds.
This pattern is a still a stub.
Movement of game elements is a common action in games that have a Game World or board. Movement allows players to try and move game elements into favorable positions as well as control or explore the game area.
Examples
Example: Racing games such as F-Zero GX and Mario Kart: Double Dash!! have movement as the primary activity in the game.
Example: With the exception of the value of kings and the ability of pawns to become queens, different Movement abilities are what distinguish different types of pieces in Chess.
Example: Spacewar and Asteroids both allow players to move spaceships by rotation and thrust in the spaceships' direction. However, they also allow players to escape dangerous situations by providing a limited number of hyperjumps that place the spaceship in a random location.
RoboRally Ricochet Robots Sokoban
Using the pattern
Movement is introduced into games to allow goals such as Capture, Stealth, Exploration, Herd, Delivery, and Traverse goals as well as activities such as Collecting, Races and making Aim & Shoot easier. However, deciding how game elements can perform Movement depends on how Game Worlds have been created and the intended differences between game elements. Diegetically Tangible Game Items, Environmental Effects, Inaccessible Areas, Obstacles, Pick-Ups, Traps, and Warp Zones in Game Worlds all modulate Movement and can be used as the starting points for various designs of Privileged Movement and Movement Limitations and thereby create Orthogonal Unit Differentiation. Even so, the easiest form of Privileged Movement for one game element compared to other game elements is the ability to move faster.
The difficulty of Movement is connected to the complexity of the movement and the different ways one can move. The more degrees of freedom of movement a player has, up to the maximum of six (three absolute and three rotational), the more the complexity of the Movement is increased. Further complications to Movement occur through the introduction of acceleration, deceleration, momentum, turn radii, dislocated centers of gravity, articulated vehicles, fuel Resources, Line of Sight, and vehicles with complex forms of locomotion. These, and the way Game Worlds are constructed, can be used to create both Challenging and Complex Gameplay, but this can be further refined in computer-based games through Player/System Skill Composites in which the computer helps calculating routes or providing Game State Overviews of the relevant factors.
In Turn-Based Games, typical ways of instantiating Movement is having a movement cost to enter an area and using Randomness (most often in the form of Dice), Budgeted Action Points, or a combination of both to determine how many points players have to spend. While simply having a cost of one for each area enter (as e.g. Monopoly does) having other costs can be motivated based on Environmental Effects in the areas.
Quick Returns is a way to avoid having to do Movement though parts of Game Worlds one has already traversed and can thereby remove Movement which could be perceived as Excise.
Can Be Modulated By
Combos, Clues, Dynamic Difficulty Adjustment,
Quick Travel, Traces, Vehicles, Visits,
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Movement is a basic way of creating Freedom of Choice in games and both affects the Avatars, Units, or Enemies given the ability to move and the Game Worlds they can move within. It is a prerequisite for many actions and goals, e.g. Capture, Collecting, Delivery, Evade, Exploration, Herd, Races, Stealth, and Traverse as as well as modulating how Aim & Shoot can be done. Construction can also be an effect of Movement when this supports other game elements being pushed around. While all intentional Movement in Game Worlds requires Game World Navigation when this is supported through Goal Points showing intermediate target locations, the Movement done to reach these makes them act as Progress Indicators. As soon as players need to consider their own acceleration or speed, or the movement of other game elements, Movement requires Tactical Planning.
Movement does not always offer Spatial Engrossment but is more likely to do so in Real-Time Games since this makes the the Movement into Maneuvering. In contrast, Movement in Turn-Based Games can give rise to Puzzle Solving, e.g. games that require players to move between many interconnected places give rise to Traveling Salesman's problems (see Ricochet Robots and Sokoban for two Turn-Based Games that can create Spatial Engrossment even so due to focusing completely on Movement). Puzzle Solving (and through that also Tactical Planning) regarding Movement can also occur in any game where Movement is used to succeed with goals to Capture something.
Movement of game elements, usually Obstacles, that are not under the control of any players are can be examples of Ultra-Powerful Events that require Movement or Maneuvering from the players in response, for example to avoid Damage or to be able to complete Aim & Shoot actions.
Relations
Can Instantiate
Capture, Challenging Gameplay, Collecting, Complex Gameplay, Construction, Delivery, Evade, Exploration, Freedom of Choice, Herd, Races, Stealth, Traverse, Ultra-Powerful Events
with Capture
Puzzle Solving, Tactical Planning
with Real-Time Games
Maneuvering, Spatial Engrossment
with Turn-Based Games
Can Modulate
Aim & Shoot, Avatars, Capture, Enemies, Game Worlds, Units
Can Be Instantiated By
Quick Returns, Rhythm-Based Actions, Warp Zones
Can Be Modulated By
Combos, Clues, Diegetically Tangible Game Items, Dynamic Difficulty Adjustment, Environmental Effects, Game Worlds, Inaccessible Areas, Line of Sight, Movement Limitations, Obstacles, Pick-Ups, Player/System Skill Composites, Privileged Movement, Quick Travel, Resources, Traces, Traps, Vehicles, Visits, Warp Zones
Possible Closure Effects
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Potentially Conflicting With
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History
A rewrite of the pattern Movement 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.