Difference between revisions of "Conditional Passageways"
From gdp3
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== Relations == | == Relations == | ||
+ | [[Environmental Effects]] | ||
− | [[ | + | [[Secret Areas]] |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Gain Competence]], | ||
+ | [[Gain Ownership]], | ||
[[Inaccessible Areas]], | [[Inaccessible Areas]], | ||
[[Predetermined Story Structures]], | [[Predetermined Story Structures]], | ||
Line 55: | Line 53: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Controllers]], | ||
+ | [[Switches]], | ||
+ | [[Teams]], | ||
[[Tools]], | [[Tools]], | ||
[[Vehicles]] | [[Vehicles]] |
Revision as of 09:34, 31 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
Gain Competence, Gain Ownership, Inaccessible Areas, Predetermined Story Structures, Privileged Movement, Safe Havens, Smooth Learning Curves
with Vehicles
Can Modulate
Game Worlds, Levels, Movement, Vehicles
Can Be Instantiated By
Choke Points together with Enemies or Obstacles
Can Be Modulated By
Controllers, Switches, Teams, Tools, Vehicles
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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