Difference between revisions of "Conditional Passageways"

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Designing [[Conditional Passageways]] consist of first making travel between two points in a [[Game World]] possible and then preventing this [[Movement]]. One way of doing this is by inserting [[Choke Points]] together with [[Enemies]] or [[Obstacles]] - making the removal of the [[Enemies]] or [[Obstacles]] the requirement for opening up the passages.  
 
Designing [[Conditional Passageways]] consist of first making travel between two points in a [[Game World]] possible and then preventing this [[Movement]]. One way of doing this is by inserting [[Choke Points]] together with [[Enemies]] or [[Obstacles]] - making the removal of the [[Enemies]] or [[Obstacles]] the requirement for opening up the passages.  
  
Another is to have [[Environmental Effects]] that block [[Movement]] but having  
+
Another is to have [[Environmental Effects]] or [[Obstacles]] that block [[Movement]] but having  
 +
[[Switches]] that can remove these (
  
[[Environmental Effects]] together with [[Invulnerabilities]], [[Privileged Abilities]], or [[Switches]]
+
[[Environmental Effects]] together with [[Invulnerabilities]], [[Privileged Abilities]], or  
  
  

Revision as of 11:12, 31 July 2011

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

Many games have areas that players cannot access before fulfilling certain objectives or goals. Conditional Passageways are the places in the game worlds that provide the blockage and these may be literal blockages, like a pile of rocks blocking a tunnel, or be more abstract reasons why movement is not possible, e.g. a rocket that will not take off before it is repaired.

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.

Adventure Games like Day of the Tentacle, the Leisure Suit Larry series, and the Zork series have meeting the requirements of Conditional Passageways as major part of their gameplay, although in many cases figuring out what the requirements are is the most difficult part.

Using the pattern

Designing Conditional Passageways consist of first making travel between two points in a Game World possible and then preventing this Movement. One way of doing this is by inserting Choke Points together with Enemies or Obstacles - making the removal of the Enemies or Obstacles the requirement for opening up the passages.

Another is to have Environmental Effects or Obstacles that block Movement but having Switches that can remove these (

Environmental Effects together with Invulnerabilities, Privileged Abilities, or


Levels


Not all Conditional Passageways need to be apparent as potential routes to new areas.

Can Be Instantiated By

One-Way Travel

Warp Zones

Quick Returns

Can Be Modulated By

Controllers, Inaccessible Areas, Switches, Teams, Tools, Vehicles

can instantiate

Privileged Movement,

Can Modulate

Vehicles

Narrative Aspects

Many games tell stories as a consequence of how players have been able to move to different areas in Game Worlds. For games designed in this fashion, Conditional Passageways can be used to ensure that the order in which Predetermined Story Structures are unfolded is the one intended.

Consequences

Conditional Passageways are ways of controlling and directing Movement in Game Worlds - as a specific example, they can control access between Levels. Two effects of using Conditional Passageways is that they can ensure that Predetermined Story Structures are unfolded in a specific order and that players receive Smooth Learning Curves by having to complete easier challenges before trying harder ones.

Conditional Passageways that are unknown to players help define Secret Areas. Those that are known, and where the requirement to go through them are also known, typically lead to goals of Gain Competence or Gain Ownership depending on what the specific requirements are.

When Conditional Passageways limit travel to those that use Vehicles (as for example the impossibility of tanks to enter most buildings in the Battlefield series), this provides Balancing Effects by requiring that all combatants are pedestrians inside buildings. In contrast, when the condition instead is that only specific players or Teams can pass through this can create Safe Havens.

Relations

Can Instantiate

Gain Competence, Gain Ownership, Predetermined Story Structures, Privileged Movement, Quick Returns, Safe Havens, Secret Areas, Smooth Learning Curves

with Vehicles

Balancing Effects

Can Modulate

Game Worlds, Levels, Movement, Vehicles, Warp Zones

Can Be Instantiated By

One-Way Travel

Choke Points together with Enemies or Obstacles

Environmental Effects together with Invulnerabilities, Privileged Abilities, or Switches

Obstacles together with Switches

Can Be Modulated By

Controllers, Inaccessible Areas, Teams, Tools, Vehicles

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements