Conditional Passageways

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Passageways in games that can only be moved through if certain conditions are met.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Balancing Effects, Inaccessible Areas, One-Way Travel, Predetermined Story Structures, Privileged Movement, Safe Havens, Smooth Learning Curves

with ...

Can Modulate

Game Worlds, Levels, Maneuvering, Movement, Vehicles

Can Be Instantiated By

Choke Points together with Enemies or Obstacles

Can Be Modulated By

Tools, Vehicles

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements