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]]. | ||
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== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Irreversible Events]], | |
− | + | [[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.
Contents
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
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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