Inaccessible Areas
From gdp3
Revision as of 20:21, 3 May 2011 by Staffan Björk (Talk | contribs)
Parts of game worlds that players can perceive but cannot enter.
This pattern is a still a stub.
Contents
Examples
Using the pattern
The primary design choice regarding Inaccessible Areas is if they should be inaccessible permanently throughout game instances or temporarily.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with Environmental Effects and Privileged Abilities or Privileged Movement =
Orthogonal Unit Differentiation, Varied Gameplay
Can Modulate
Freedom of Choice, Game Worlds
Can Be Instantiated By
Diegetically Tangible Game Items, Levels, Private Game Spaces, Traps
Can Be Modulated By
Diegetically Tangible Game Items, Traps
Vehicles together with Privileged Movement
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Inaccessible Areas 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.