Difference between revisions of "Conditional Passageways"

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== Relations ==
 
== Relations ==
[[Environmental Effects]]
 
 
[[Secret Areas]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Gain Competence]],  
 
[[Gain Competence]],  
Line 35: Line 31:
 
[[Privileged Movement]],  
 
[[Privileged Movement]],  
 
[[Safe Havens]],  
 
[[Safe Havens]],  
 +
[[Secret Areas]],
 
[[Smooth Learning Curves]]
 
[[Smooth Learning Curves]]
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Environmental Effects]],
 
[[One-Way Travel]]
 
[[One-Way Travel]]
  

Revision as of 09:43, 31 July 2011

Passageways in games that can only be moved through if certain conditions are met.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Gain Competence, Gain Ownership, Predetermined Story Structures, Privileged Movement, Safe Havens, Secret Areas, Smooth Learning Curves

with Vehicles

Balancing Effects

Can Modulate

Game Worlds, Levels, Movement, Vehicles

Can Be Instantiated By

Environmental Effects, One-Way Travel

Choke Points together with Enemies or Obstacles

Can Be Modulated By

Controllers, Inaccessible Areas, Switches, Teams, Tools, Vehicles

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements