Difference between revisions of "Traces"
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[[Category:Level Design Patterns]] | [[Category:Level Design Patterns]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | ''Game elements, or distinct parts of game worlds, that give evidence of events in the environment.'' | + | ''Game elements, or distinct parts of game worlds, that give evidence of events in the environment that influence gameplay.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
+ | [[Left 4 Dead series]] | ||
+ | |||
+ | Example: A common example of traces is footsteps left by avatars in first-person shooters when the avatars have passed through water or acid. Other examples include skid tracks in racing games or blood drops in adventure games. | ||
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | The appearance of Traces is usually determined by the nature of what or where the Trace was generated, e. g. combat can generate Traces of blood while cars generate skid tracks. Common uses of Traces are to show the Privileged Movement of others, help Game World Navigation, or give indications of Achilles' Heels. However, Traces may also work as Red Herrings that lead to dead ends, either within the Consistent Reality Logic of the game or for the completion of the goals in the game. In the latter case the appearance of the Traces can be more varied. | ||
+ | |||
+ | The functional nature of Traces in a game can be separated into two general classes: those that cannot be manipulated by the players and those that can. The first class solely provides the players with information about what previous actions have happened before and during the gameplay. Those generated before the gameplay typically provide information about Enemies or Puzzles while those generated during the gameplay can also be Traces of other players and often disappear after a certain Time Limit. | ||
+ | |||
+ | Traces which consist of game elements that can be manipulated by the players create additional tactics in games. Players may be able to move the elements to set-up false Traces, i. e. Red Herrings that may led to Deadly Traps, or make Tradeoff decision whether to spend time hiding their own Traces or not. | ||
+ | |||
+ | Traces can also occur through the lack of game elements, e. g.Pick-Ups or Enemies. In these cases the configuration of game elementscan be seen as negative Traces, i. e. the Traces can only be detected because something is lacking or has been changed due to the actions of the players or game events. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | Traces are Outstanding Features that can direct the players towards points of interest while hinting at the danger or the reward that can be found there. Thus, Traces can be used as Clues to indicate the presence and location of Resource Locations, Deadly Traps or Enemies but can also be used to create Tension. As finding Traces do not actually have to help players, they can be regarded as a form of Illusionary Reward. | ||
+ | |||
+ | Traces can provide information about how to accomplish Traverse andExploration goals and thereby set the Right Level of Difficulty. In Reconnaissance goals, the detection of Traces can be the primary subgoal. | ||
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== Relations == | == Relations == | ||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
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==== with ... ==== | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Challenging Gameplay]], | ||
+ | [[Detective Structure]], | ||
+ | [[Game Worlds]], | ||
+ | [[Levels]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Diegetically Outstanding Features]], | ||
+ | [[Environmental Storytelling]], | ||
+ | [[Geospatial Game Widgets]], | ||
+ | [[Landmarks]], | ||
+ | [[Pick-Ups]], | ||
+ | [[Props]], | ||
+ | [[Switches]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Cutscenes]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 03:55, 7 May 2011
Game elements, or distinct parts of game worlds, that give evidence of events in the environment that influence gameplay.
This pattern is a still a stub.
Contents
Examples
Example: A common example of traces is footsteps left by avatars in first-person shooters when the avatars have passed through water or acid. Other examples include skid tracks in racing games or blood drops in adventure games.
Using the pattern
The appearance of Traces is usually determined by the nature of what or where the Trace was generated, e. g. combat can generate Traces of blood while cars generate skid tracks. Common uses of Traces are to show the Privileged Movement of others, help Game World Navigation, or give indications of Achilles' Heels. However, Traces may also work as Red Herrings that lead to dead ends, either within the Consistent Reality Logic of the game or for the completion of the goals in the game. In the latter case the appearance of the Traces can be more varied.
The functional nature of Traces in a game can be separated into two general classes: those that cannot be manipulated by the players and those that can. The first class solely provides the players with information about what previous actions have happened before and during the gameplay. Those generated before the gameplay typically provide information about Enemies or Puzzles while those generated during the gameplay can also be Traces of other players and often disappear after a certain Time Limit.
Traces which consist of game elements that can be manipulated by the players create additional tactics in games. Players may be able to move the elements to set-up false Traces, i. e. Red Herrings that may led to Deadly Traps, or make Tradeoff decision whether to spend time hiding their own Traces or not.
Traces can also occur through the lack of game elements, e. g.Pick-Ups or Enemies. In these cases the configuration of game elementscan be seen as negative Traces, i. e. the Traces can only be detected because something is lacking or has been changed due to the actions of the players or game events.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Traces are Outstanding Features that can direct the players towards points of interest while hinting at the danger or the reward that can be found there. Thus, Traces can be used as Clues to indicate the presence and location of Resource Locations, Deadly Traps or Enemies but can also be used to create Tension. As finding Traces do not actually have to help players, they can be regarded as a form of Illusionary Reward.
Traces can provide information about how to accomplish Traverse andExploration goals and thereby set the Right Level of Difficulty. In Reconnaissance goals, the detection of Traces can be the primary subgoal.
Relations
Can Instantiate
with ...
Can Modulate
Challenging Gameplay, Detective Structure, Game Worlds, Levels
Can Be Instantiated By
Diegetically Outstanding Features, Environmental Storytelling, Geospatial Game Widgets, Landmarks, Pick-Ups, Props, Switches
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Traces 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.
Acknowledgements
-