Obstacles
Game elements that hinder players from taking the shortest route between two places in game worlds.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
If Obstacles are placed so they only become apparent when they are closed, typically through a combination of high speed and turning corners, they give rise to Surprises.
Interface Aspects
Narrative Aspects
Consequences
When Obstacles appear as Surprises, they can effectively be Traps.
Relations
Can Instantiate
Diegetically Outstanding Features, Surprises
with Surprises
with Switches
Can Modulate
Aim & Shoot, Avatars, Challenging Gameplay, Destructible Objects, Game Worlds, Levels, Line of Sight, Rhythm-Based Actions, Units
Can Be Instantiated By
Avatars, Cosmetic Game Items, Diegetically Tangible Game Items, Installations, Props, Units
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Obstacles that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.