Difference between revisions of "Conditional Passageways"
From gdp3
Line 27: | Line 27: | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Inaccessible Areas]], | [[Inaccessible Areas]], | ||
− | |||
[[Predetermined Story Structures]], | [[Predetermined Story Structures]], | ||
[[Privileged Movement]], | [[Privileged Movement]], | ||
Line 44: | Line 43: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[One-Way Travel]] | ||
+ | |||
[[Choke Points]] together with [[Enemies]] or [[Obstacles]] | [[Choke Points]] together with [[Enemies]] or [[Obstacles]] | ||
Revision as of 12:24, 30 July 2011
Passageways in games that can only be moved through if certain conditions are met.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Inaccessible Areas, Predetermined Story Structures, Privileged Movement, Safe Havens, Smooth Learning Curves
with Vehicles
Can Modulate
Game Worlds, Levels, Maneuvering, Movement, Vehicles
Can Be Instantiated By
Choke Points together with Enemies or Obstacles
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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