Difference between revisions of "Illusion of Open Space"
Line 23: | Line 23: | ||
Another way of creating [[Illusion of Open Space]] is to use [[Secondary Interface Screens]] with maps for choosing [[Quick Travel]]. This since the game's interface can show that more of the [[Game Worlds|Game World]] exists than may actually be able to visit. | Another way of creating [[Illusion of Open Space]] is to use [[Secondary Interface Screens]] with maps for choosing [[Quick Travel]]. This since the game's interface can show that more of the [[Game Worlds|Game World]] exists than may actually be able to visit. | ||
+ | [[Inaccessible Areas]], | ||
+ | [[Invisible Walls]] | ||
+ | |||
+ | [[Quick Travel]] together with [[Secondary Interface Screens]] | ||
== Consequences == | == Consequences == | ||
− | [[Illusion of Open Space]] can help support both [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]], the first by not making the [[Game Worlds|Game World]] presentation end just because the gameplay environment does and the second because many themes imply that there should be open spaces. | + | [[Illusion of Open Space]] makes [[Game Worlds]] seem larger than they would otherwise. This can help support both [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]], the first by not making the [[Game Worlds|Game World]] presentation end just because the gameplay environment does and the second because many themes imply that there should be open spaces. [[Diegetic Consistency]] can be maintained even if the illusion is revealed, but [[Thematic Consistency]] is likely to suffer. |
== Relations == | == Relations == | ||
Line 36: | Line 40: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Inaccessible Areas]] | + | [[Inaccessible Areas]], |
[[Invisible Walls]] | [[Invisible Walls]] | ||
Line 42: | Line 46: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Thematic Consistency]] | ||
== History == | == History == |
Revision as of 07:10, 6 June 2011
...
This pattern is a still a stub.
Contents
Examples
Oblivion Fallout 3 and Fallout: New Vegas
Using the pattern
Another way of creating Illusion of Open Space is to use Secondary Interface Screens with maps for choosing Quick Travel. This since the game's interface can show that more of the Game World exists than may actually be able to visit.
Inaccessible Areas, Invisible Walls
Quick Travel together with Secondary Interface Screens
Consequences
Illusion of Open Space makes Game Worlds seem larger than they would otherwise. This can help support both Diegetic and Thematic Consistency, the first by not making the Game World presentation end just because the gameplay environment does and the second because many themes imply that there should be open spaces. Diegetic Consistency can be maintained even if the illusion is revealed, but Thematic Consistency is likely to suffer.
Relations
Can Instantiate
Diegetic Consistency, Thematic Consistency
Can Modulate
Can Be Instantiated By
Inaccessible Areas, Invisible Walls
Quick Travel together with Secondary Interface Screens
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-