One-Way Travel

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Movement from one part of a game world to another which cannot be reserved.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Travelling back to areas previous visited to not have to be incompatible with One-Way Travel. The pattern concerns gameplay, so if players can return to a part of the Game World but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold Thematic Consistency but these can be motivated even after a brief period of gameplay through use of Cut Scenes.


Consequences

Relations

Can Instantiate

Irreversible Events, Predetermined Story Structures, Ultra-Powerful Events

Can Modulate

Game Worlds, Levels, Movement, Quick Travel, Warp Zones

Can Be Instantiated By

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Can Be Modulated By

Cutscenes

Possible Closure Effects

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Potentially Conflicting With

Reversibility

History

New pattern created in this wiki.

References

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Acknowledgements

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