Difference between revisions of "Obstacles"
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[[Red Faction series]] | [[Red Faction series]] | ||
+ | |||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | If [[Obstacles]] are placed so they only become apparent when they are closed, typically through a combination of high speed and turning corners, they give rise to [[Surprises]]. | ||
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | |||
+ | When [[Obstacles]] appear as [[Surprises]], they can effectively be [[Traps]]. | ||
== Relations == | == Relations == | ||
− | |||
[[Challenging Gameplay]] | [[Challenging Gameplay]] | ||
[[Agents]] | [[Agents]] | ||
Line 56: | Line 60: | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Surprises]] | ||
− | ==== with | + | ==== with [[Surprises]] ==== |
+ | [[Traps]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Rhythm-Based Actions]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 08:26, 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
If Obstacles are placed so they only become apparent when they are closed, typically through a combination of high speed and turning corners, they give rise to Surprises.
Interface Aspects
Narrative Aspects
Consequences
When Obstacles appear as Surprises, they can effectively be Traps.
Relations
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 Surprises
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.