Difference between revisions of "Conditional Passageways"
(→Consequences) |
|||
Line 43: | Line 43: | ||
== Consequences == | == Consequences == | ||
− | + | [[Conditional Passageways]] are ways of controlling and directing which parts of [[Game Worlds]] players travel to. As a specific example, they can control access to [[Levels]]. Two effects of using [[Conditional Passageways]] is that they can ensure that [[Predetermined Story Structures]] are unfolded in a specific order and that players receive [[Smooth Learning Curves]] by having to complete easier challenges before trying harder ones. | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | + | ||
− | [[Smooth Learning Curves]] | + | |
− | + | [[Conditional Passageways]] that are unknown to players help define [[Secret Areas]]. Those that are known, and where the requirement to go through them are also known, typically lead to goals of [[Gain Competence]] or [[Gain Ownership]] depending on what the specific requirements are. | |
− | [[ | + | |
− | + | When [[Conditional Passageways]] limit travel to those that use [[Vehicles]] (as for example the impossibility of tanks to enter most buildings in the [[Battlefield series]]), this provides [[Balancing Effects]] by requiring that all combatants are pedestrians inside buildings. In contrast, when the condition instead is that only specific players or [[Teams]] can pass through this can create [[Safe Havens]]. | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
== Relations == | == Relations == |
Revision as of 10:35, 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.
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
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Conditional Passageways are ways of controlling and directing which parts of Game Worlds players travel to. As a specific example, they can control access to Levels. Two effects of using Conditional Passageways is that they can ensure that Predetermined Story Structures are unfolded in a specific order and that players receive Smooth Learning Curves by having to complete easier challenges before trying harder ones.
Conditional Passageways that are unknown to players help define Secret Areas. Those that are known, and where the requirement to go through them are also known, typically lead to goals of Gain Competence or Gain Ownership depending on what the specific requirements are.
When Conditional Passageways limit travel to those that use Vehicles (as for example the impossibility of tanks to enter most buildings in the Battlefield series), this provides Balancing Effects by requiring that all combatants are pedestrians inside buildings. In contrast, when the condition instead is that only specific players or Teams can pass through this can create Safe Havens.
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
-