Difference between revisions of "One-Way Travel"

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Travelling back to areas previous visited to not have to be incompatible with [[One-Way Travel]]. The pattern concerns gameplay, so if players can return to a part of the [[Game Worlds|Game World]] but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold [[Thematic Consistency]] but these can be motivated even after a brief period of gameplay through use of [[Cut Scenes]].
 
Travelling back to areas previous visited to not have to be incompatible with [[One-Way Travel]]. The pattern concerns gameplay, so if players can return to a part of the [[Game Worlds|Game World]] but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold [[Thematic Consistency]] but these can be motivated even after a brief period of gameplay through use of [[Cut Scenes]].
  
[[Movement]]
 
[[Game Worlds]]
 
[[Cut Scenes]]
 
  
 
== Consequences ==
 
== Consequences ==
[[Warp Zones]]
 
[[Levels]]
 
[[Irreversible Events]]
 
[[Predetermined Story Structures]]
 
[[Ultra-Powerful Events]]
 
[[Quick Travel]]
 
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
+
[[Irreversible Events]],
==== with ... ====
+
[[Predetermined Story Structures]],
 +
[[Ultra-Powerful Events]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Game Worlds]],
 +
[[Levels]],
 +
[[Movement]],
 +
[[Quick Travel]],
 +
[[Warp Zones]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Cutscenes]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Reversibility]]
  
 
== History ==
 
== History ==

Revision as of 15:18, 4 June 2011

Movement from one part of a game world to another which cannot be reserved.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Travelling back to areas previous visited to not have to be incompatible with One-Way Travel. The pattern concerns gameplay, so if players can return to a part of the Game World but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold Thematic Consistency but these can be motivated even after a brief period of gameplay through use of Cut Scenes.


Consequences

Relations

Can Instantiate

Irreversible Events, Predetermined Story Structures, Ultra-Powerful Events

Can Modulate

Game Worlds, Levels, Movement, Quick Travel, Warp Zones

Can Be Instantiated By

-

Can Be Modulated By

Cutscenes

Possible Closure Effects

-

Potentially Conflicting With

Reversibility

History

New pattern created in this wiki.

References

-

Acknowledgements

-