Warp Zones
Links between physically separated locations in game world to make them spatial neighbors.
Game worlds sometimes want to represent spaces built on other premises than those of the mediums they are presented through. This can for example be to create spherical worlds represented on two-dimensional maps, or magical or futuristic portals that directly connect two parts of a game world that are located far away from each other.
For additional information (and examples), see the Wikipedia entry[1].
Contents
Examples
Pac-Man makes use of Warp Zones to make it possible to move from one part of the left edge of the game world to one part of the right edge and vice versa. All the edges in Asteroids are Warp Zones to other edges of the game world, making it have a toroid gameplay space[2].
Risk, Pandemic, the Europa Universalis series, the Civilization series all make use of Warp Zones to present a spherical world on a 2-dimensional space. This is done through Warp Zones that connect together the two vertical edges. This is typically not noticeable for players of games originating as computer-based games, but for Board Games such as Risk and Pandemic it is of course noticeable since the board itself does not wrap around to become a cylinder.
Level-based games such as the Super Mario series, the Quake series, the Half-Life series, and Viewtiful Joe all make use of Warp Zones in the sense that Levels are not connected but seem so through the games moving players between them when they have fulfilled various objectives. The Elder Scrolls series and the Dragon Age series have this structure as well but make the activation of Warp Zones into player-decided actions. The portal to the Nether in Minecraft also need to be activated to be used, but in addition to this it needs to be built from mined obsidian. Portal gives players the tool to create two sets of Warp Zone pairs to solve the various puzzles in them game.
Using the pattern
Warp Zones have three important characteristics: where they are located, what other part of the game world they connect to, and how they are activated.
Where Warp Zones lead can of course be anywhere but there are a couple of typically reasons for the specific choices regarding this. One is to make it easy for players to move to specific Quests or Safe Havens (e.g. the Fallout series or the Dragon Age series) while another is to make the games have a different typology than the medium it is presented in (e.g Risk, Asteroids, and the [[Civilization (video game) series|Civilization series]).
Minecraft makes use of Warp Zones to move to another
activates discretely or is continuously active.
While Warp Zones are optional for most Game Worlds, those consisting of Levels more often have them since Movement between them is typically done through Quick Travel. Making use of Warp Zones instead of activating Quick Travel and Ultra-Powerful Events is typically done so one can handle issues such as collecting Loot or doing Character Development. It should be noted that if movement through Levels are purely a One-Way Travel throughout a game instance is not probably not relevant for players to notice the presence of Warp Zones as game elements in their own right.
Warp Zones are defined as being related to spatial distances, but just like real world theories on wormholes[3] they can have a relation to time travel. The time travelling possible in Day of the Tentacle, The Legend of Zelda: Majora's Mask, and Zork III and Zork Grand Inquiestor in the Zork series can all be discussed in terms of Warp Zones and many of the design choices remain constant independently if the Warp Zones related to time or space.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Warp Zones is one way of creating Quick Travel and thereby modulating both Movement and the Game Worlds that contain them.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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