Diegetically Tangible Game Items

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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. Sokoban and the Tomb Raider series uses this to create puzzles but sometimes this effect 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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