Difference between revisions of "Conditional Passageways"

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=== Examples ===
 
=== Examples ===
  
Many doors in the [[Doom series|Doom]] and [[Quake series]] cannot be opened before players have accessed the proper security cards.  
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Many doors in the [[Doom series|Doom]], [[Far Cry series|Far Cry]], and [[Quake series]] cannot be opened before players have accessed the proper security cards.  
  
 
[[The Legend of Zelda series]] requires players to collect keys, defeat boss monsters or manipulate the environment in different ways to open doors. The [[Super Mario series]] requires players to collect stars to be able to enter more difficult levels and thereby guarantee that players have completed easier challenges before trying more difficult ones.
 
[[The Legend of Zelda series]] requires players to collect keys, defeat boss monsters or manipulate the environment in different ways to open doors. The [[Super Mario series]] requires players to collect stars to be able to enter more difficult levels and thereby guarantee that players have completed easier challenges before trying more difficult ones.

Revision as of 09:51, 31 July 2011

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, Far Cry, and Quake series cannot be opened before players have accessed the proper security cards.

The Legend of Zelda series requires players to collect keys, defeat boss monsters or manipulate the environment in different ways to open doors. The Super Mario series requires players to collect stars to be able to enter more difficult levels and thereby guarantee that players have completed easier challenges before trying more difficult ones.

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