Difference between revisions of "Conditional Passageways"
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''Passageways in games that can only be moved through if certain conditions are met.'' | ''Passageways in games that can only be moved through if certain conditions are met.'' | ||
− | + | Many games have areas that players cannot access before fulfilling certain objectives or goals. [[Conditional Passageways]] are the places in the game worlds that provide the blockage and these may be literal blockages, like a pile of rocks blocking a tunnel, or be more abstract reasons why movement is not possible, e.g. a rocket that will not take off before it is repaired. | |
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
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+ | Not all [[Conditional Passageways]] need to be apparent as potential routes to new areas. | ||
=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 10:04, 31 July 2011
Passageways in games that can only be moved through if certain conditions are met.
Many games have areas that players cannot access before fulfilling certain objectives or goals. Conditional Passageways are the places in the game worlds that provide the blockage and these may be literal blockages, like a pile of rocks blocking a tunnel, or be more abstract reasons why movement is not possible, e.g. a rocket that will not take off before it is repaired.
Contents
Examples
Many doors in the Doom, Far Cry, and Quake series cannot be opened before players have accessed the proper security cards. The Legend of Zelda series requires players to collect keys, defeat boss monsters or manipulate the environment in different ways to open doors. The Super Mario series requires players to collect stars to be able to enter more difficult levels and thereby guarantee that players have completed easier challenges before trying more difficult ones.
Adventure Games like Day of the Tentacle, the Leisure Suit Larry series, and the Zork series have meeting the requirements of Conditional Passageways as major part of their gameplay, although in many cases figuring out what the requirements are is the most difficult part.
Using the pattern
Not all Conditional Passageways need to be apparent as potential routes to new areas.
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
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
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