Conditional Passageways

From gdp3
Revision as of 12:37, 30 July 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

Passageways in games that can only be moved through if certain conditions are met.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Gain Ownership Gain Competence Teams

Can Instantiate

Inaccessible Areas, Predetermined Story Structures, Privileged Movement, Safe Havens, Smooth Learning Curves

with Vehicles

Balancing Effects

Can Modulate

Game Worlds, Inaccessible Areas, Levels, Movement, Vehicles

Can Be Instantiated By

One-Way Travel

Choke Points together with Enemies or Obstacles

Can Be Modulated By

Tools, Vehicles

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements