Conditional Passageways

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

This pattern is a still a stub.

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

Balancing Effects

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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Acknowledgements