Quick Returns

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Revision as of 23:04, 19 January 2011 by Staffan Björk (Talk | contribs) (Using the pattern)

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Navigational structures that make returning from a certain position to a part of the game world much easier than reach it.

Many games make challenges for players to get from one place in them to another. However, getting back may not be as interesting as a challenge either because all enemies have been conquered or the environment is known. To avoid this, game designers can provide Quick Returns that allow the players to quickly get back to specific areas they have previously been to.

Examples

Both lairs of the 'superheroes' in the The Superhuman Gambit quest in Fallout 3 have secret, or hard to unlock, exits that lead to easily accessible areas. This means that players do not have to backtrack their whole was through the complexes after reaching their center.

In Assassin's Creed 2 (of the Assassin's Creed series) all viewpoint, which are located on high buildings and can be quite difficult to get to, can be jumped off so the player's character lands unharmed in a pile of hay or leaves.

Torchlight lets players get Portal scrolls that allow them to go instantly back to the town that is the starting point for the game, and return back to where they were after having resupplied.

Using the pattern

Quick Returns can be created in two main ways, the first making use of some way to travel instantly between two points in the Game World and the other by removing Obstacles that blocked Movement. Instantaneous travel can be part of Rewards to move players back after completing goals (to let them avoid Excise) and is then often a Ultra-Powerful Events described through Cut Scenes. Another option is to make Quick Returns be New and Privileged Abilities (and Privileged Movement). In contrast, the removal of Obstacles can simply be Switches that can only be accessed after making a long journey, but when activated allows a short return.

Consequences

Quick Returns are a way to modulate Levels or Game Worlds to remove Excise after Traverse goals have been achieved. In doing so they are also a way to provide specials way of Movement. They are incompatible with Backtracking Levels since the main characteristic of the latter is that one needs to go through the level both ways, and when Quick Return make use of instantaneous Movement they are a specific, typically one-way or limited use, form of Quick Travel.

Relations

Can Instantiate

Movement, New Abilities, Quick Travel, Privileged Abilities, Privileged Movement, Rewards, Ultra-Powerful Events

Can Modulate

Game Worlds, Levels, Traverse

Can Be Instantiated By

Obstacles and Switches

Can Be Modulated By

Cut Scenes

Possible Closure Effects

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Potentially Conflicting With

Backtracking Levels, Excise

History

New pattern for this wiki.

References

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Acknowledgments

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