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.

The blocks in Minecraft are Diegetically Tangible Game Items that can be "mined" to be used as building material or the raw materials for tools, equipment, and other items.

Using the pattern

Game Items


Existing in Game Worlds, Diegetically Tangible Game Items can affect both Line of Sight and Movement.

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 for both Avatars and Units. 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

Can Modulate

Avatars, Line of Sight, Movement, Units

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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