Difference between revisions of "Inaccessible Areas"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | The primary design choice regarding [[Inaccessible Areas]] is if they should be inaccessible permanently throughout game instances or temporarily. | ||
+ | |||
+ | |||
+ | [[Private Game Spaces]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | |||
+ | [[Drop-In/Drop-Out]] | ||
+ | [[Avatars]] | ||
+ | [[Levels]] | ||
+ | [[Freedom of Choice]] | ||
+ | [[Game Worlds]] | ||
+ | [[Vehicles]] | ||
+ | [[Environmental Effects]] | ||
+ | [[Diegetically Tangible Game Items]] | ||
+ | [[Traps]] | ||
+ | [[Obstacles]] | ||
==== with ... ==== | ==== with ... ==== |
Revision as of 20:15, 3 May 2011
Parts of game worlds that players can perceive but cannot enter.
This pattern is a still a stub.
Contents
Examples
Using the pattern
The primary design choice regarding Inaccessible Areas is if they should be inaccessible permanently throughout game instances or temporarily.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Drop-In/Drop-Out Avatars Levels Freedom of Choice Game Worlds Vehicles Environmental Effects Diegetically Tangible Game Items Traps Obstacles
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Inaccessible Areas 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.