Difference between revisions of "Transport Routes"
(→Using the pattern) |
|||
Line 31: | Line 31: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Backtracking Levels]], | [[Backtracking Levels]], | ||
− | |||
[[Conditional Passageways]], | [[Conditional Passageways]], | ||
− | |||
[[Inaccessible Areas]], | [[Inaccessible Areas]], | ||
[[Illusion of Open Space]], | [[Illusion of Open Space]], | ||
− | |||
[[One-Way Travel]], | [[One-Way Travel]], | ||
[[Quick Returns]] | [[Quick Returns]] | ||
Line 42: | Line 39: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Quick Travel]] | [[Quick Travel]] | ||
− | |||
− | |||
− | |||
− | |||
=== Narration Aspects === | === Narration Aspects === | ||
+ | [[Transport Routes]] is not a [[:Category:Narration Patterns|Narration Pattern]] in itself but narration can be provided in [[Transport Routes]] to make them more interesting. The most natural way to do this is through [[Environmental Storytelling]] since it is an environment, and examples of patterns that can be used for this reason (or to just make the routes more varied) include [[Big Dumb Objects]] and [[Landmarks]]. | ||
== Consequences == | == Consequences == |
Revision as of 07:23, 3 August 2015
A route in a game world that players need to traverse to get to certain locations.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
As a pattern relating to connecting locations together, it has relations to many such patterns relating to connections.
Can Be Instantiated By
Cut Scenes, Inaccessible Areas, Invisible Walls, Obstacles, Vehicle Sections
Can Be Modulated By
Backtracking Levels, Conditional Passageways, Inaccessible Areas, Illusion of Open Space, One-Way Travel, Quick Returns
Potentially Conflicting With
Narration Aspects
Transport Routes is not a Narration Pattern in itself but narration can be provided in Transport Routes to make them more interesting. The most natural way to do this is through Environmental Storytelling since it is an environment, and examples of patterns that can be used for this reason (or to just make the routes more varied) include Big Dumb Objects and Landmarks.
Consequences
Can Instantiate
Choke Points, Game World Navigation, Lull Periods, Traverse
Relations
Can Instantiate
Choke Points, Game World Navigation, Lull Periods, Traverse
Can Modulate
-
Can Be Instantiated By
Cut Scenes, Inaccessible Areas, Invisible Walls, Obstacles, Vehicle Sections
Can Be Modulated By
Backtracking Levels, Big Dumb Objects, Conditional Passageways, Environmental Storytelling, Inaccessible Areas, Illusion of Open Space, Landmarks, One-Way Travel, Quick Returns
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-