Diegetically Tangible Game Items
Game elements that have tangible presences in game worlds.
This pattern is a still a stub.
Contents
Examples
Diegetically Tangible Game Items can let players reach places otherwise inaccessible to them. Sokoban and the Tomb Raider series uses this to create puzzles but sometimes this effect is unintentional; that players' avatars could stand on limpet mines in Deus Ex let them circumvent the level designs, and that players' avatars could stand on each other in Team Fortress Classic made it possible for them to reach ledges they weren't supposed to.
The blocks in Minecraft are Diegetically Tangible Game Items that can be "mined" to be used as building material or the raw materials for tools, equipment, and other items.
Using the pattern
Creating Diegetically Tangible Game Items consists of creating Game Items, which all the choices this confers, but also considering how they affect, and are affected by, Game Worlds.
Existing in Game Worlds, Diegetically Tangible Game Items can affect both Line of Sight and Movement.
Inaccessible Areas Safe Havens Traps
Diegetic Aspects
As the name indicates, Diegetically Tangible Game Items is a diegetic pattern whose defined by making Game Items have a tangible present in Game Worlds.
Consequences
Diegetically Tangible Game Items are Obstacles in Game Worlds. Since they can affect both Movement and Line of Sight for Avatars and Units, they affect these also. However, since they are removable these are temporary effects, and they may be used to create Inaccessible Areas, Safe Havens, and possibly Traps.
Relations
Can Instantiate
Inaccessible Areas, Obstacles, Safe Havens, Traps
Can Modulate
Avatars, Game Worlds, Line of Sight, Movement, Units
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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