Difference between revisions of "Diegetically Tangible Game Items"

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=== Examples ===
 
=== Examples ===
  
[[Team Fortress Classic]] standing on each other
 
  
[[Deus Ex]] standing on limpet mines
+
[[Diegetically Tangible Game Items]] can let players reach places otherwise inaccessible to them.
 +
 
 +
Sometimes this is unintentional; that players' avatars could stand on limpet mines in [[Deus Ex]] let them circumvent the level designs, and that players' avatars could stand on each other in [[Team Fortress Classic]] made it possible for them to reach ledges they weren't supposed to.
  
 
== Using the pattern ==
 
== Using the pattern ==
 
[[Game Items]]
 
[[Game Items]]
  
[[Obstacles]]
 
  
 
[[Units]]
 
[[Units]]
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[[Puzzles]]
 
[[Puzzles]]
  
[[Inaccessible Areas]]
 
  
 +
[[Puzzle Solving]]
 +
 +
[[Inaccessible Areas]]
 +
[[Safe Havens]]
 +
[[Traps]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
[[Diegetically Tangible Game Items]] are [[Obstacles]] which thereby can affect both [[Movement]] and [[Line of Sight]]. However, since they are removable these are temporary effects, and they may be used to create [[Inaccessible Areas]], [[Safe Havens]], and possibly [[Traps]].
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Inaccessible Areas]],
 +
[[Obstacles]]
 +
[[Safe Havens]],
 +
[[Traps]]
 +
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Line of Sight]]
 +
[[Movement]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 11:46, 16 April 2011

Game elements that have tangible presences in game worlds.

This pattern is a still a stub.

Examples

Diegetically Tangible Game Items can let players reach places otherwise inaccessible to them.

Sometimes this is unintentional; that players' avatars could stand on limpet mines in Deus Ex let them circumvent the level designs, and that players' avatars could stand on each other in Team Fortress Classic made it possible for them to reach ledges they weren't supposed to.

Using the pattern

Game Items


Units

Avatars

Movement

Puzzles


Puzzle Solving

Inaccessible Areas Safe Havens Traps

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Diegetically Tangible Game Items are Obstacles which thereby can affect both Movement and Line of Sight. However, since they are removable these are temporary effects, and they may be used to create Inaccessible Areas, Safe Havens, and possibly Traps.

Relations

Can Instantiate

Inaccessible Areas, Obstacles Safe Havens, Traps


with ...

Can Modulate

Line of Sight Movement

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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