Difference between revisions of "Obstacles"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | [[Space Alert]] | ||
+ | |||
+ | [[Portal series]] | ||
+ | |||
+ | [[Ricochette Robots]] | ||
+ | |||
+ | [[RoboRally]] | ||
+ | |||
+ | [[Red Faction series]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
+ | |||
+ | [[Rhythm-Based Actions]] | ||
+ | [[Challenging Gameplay]] | ||
+ | [[Agents]] | ||
+ | [[Avatars]] | ||
+ | [[Units]] | ||
+ | [[Algorithmic Agents]] | ||
+ | [[Quick Returns]] | ||
+ | [[Levels]] | ||
+ | [[Diegetically Outstanding Features]] | ||
+ | [[Alignment]] | ||
+ | [[Aim & Shoot]] | ||
+ | [[Game Worlds]] | ||
+ | [[Line of Sight]] | ||
+ | [[Props]] | ||
+ | [[Installations]] | ||
+ | [[Destructible Objects]] | ||
+ | [[Cosmetic Game Items]] | ||
+ | [[Diegetically Tangible Game Items]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 08:19, 3 May 2011
Game elements that hinder players from taking the shortest route between two places in game worlds.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Rhythm-Based Actions Challenging Gameplay Agents Avatars Units Algorithmic Agents Quick Returns Levels Diegetically Outstanding Features Alignment Aim & Shoot Game Worlds Line of Sight Props Installations Destructible Objects Cosmetic Game Items Diegetically Tangible Game Items
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Obstacles that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.