Conditional Passageways
From gdp3
Revision as of 09:47, 31 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
Many doors in the Doom and Quake series cannot be opened before players have accessed the proper security cards. The Legend of Zelda series
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Gain Competence, Gain Ownership, Predetermined Story Structures, Privileged Movement, Safe Havens, Secret Areas, Smooth Learning Curves
with Vehicles
Can Modulate
Game Worlds, Levels, Movement, Vehicles
Can Be Instantiated By
Environmental Effects, One-Way Travel
Choke Points together with Enemies or Obstacles
Can Be Modulated By
Controllers, Inaccessible Areas, Switches, Teams, Tools, Vehicles
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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