Conditional Passageways

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This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Movement Maneuvering Privileged Movement Balancing Effects One-Way Travel Tools Vehicles Predetermined Story Structures

Game Worlds

Levels

Choke Points together with Enemies

Inaccessible Areas

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

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Acknowledgements