Conditional Passageways
From gdp3
Revision as of 12:39, 30 July 2011 by Staffan Björk (Talk | contribs)
Passageways in games that can only be moved through if certain conditions are met.
This pattern is a still a stub.
Contents
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
Can Modulate
Game Worlds, Inaccessible Areas, Levels, Movement, Vehicles
Can Be Instantiated By
Choke Points together with Enemies or Obstacles
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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