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
Europa Universalis series, Civilization series
portal to the Nether in Minecraft
activates discretely or is continuously active.
Using the pattern
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.
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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