Difference between revisions of "Environmental Effects"

From gdp3
Jump to: navigation, search
Line 2: Line 2:
 
[[Category:Level Design Patterns]]
 
[[Category:Level Design Patterns]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
''Changes to how actions or events function due to being in a specific part of the game world.''
 
''Changes to how actions or events function due to being in a specific part of the game world.''
  
For game worlds to have  
+
For game worlds to have interesting features, the different parts of need to vary. Besides their relation to each other and the game components they contain, this can be done by having [[Environmental Effects]]. This may be adding, removing, or modifying the actions possible for those within them,  doing the same with actions directed towards those within them, or by having specific events take place within them due to their nature.
 
+
This pattern is a still a stub.
+
  
 
=== Examples ===
 
=== Examples ===
 
 
[[Fallout series]] has water which slows movement and causes damage when one is submerged for too long without any breathing support. [[Minecraft]], and [[The Elder Scrolls series]] have this as well and adds lava that kills quickly. The [[Lemmings series]] of games make both water and lava deadly to the lemmings, while the [[Super Mario series]] varies the effects of lava between games.
 
[[Fallout series]] has water which slows movement and causes damage when one is submerged for too long without any breathing support. [[Minecraft]], and [[The Elder Scrolls series]] have this as well and adds lava that kills quickly. The [[Lemmings series]] of games make both water and lava deadly to the lemmings, while the [[Super Mario series]] varies the effects of lava between games.
  
Line 27: Line 22:
 
[[Environmental Effects]] are ways of changing details of [[Levels]] and [[Game Worlds]], although the most important part of any part of a [[Game World]] is how it connects to the rest of it.  
 
[[Environmental Effects]] are ways of changing details of [[Levels]] and [[Game Worlds]], although the most important part of any part of a [[Game World]] is how it connects to the rest of it.  
  
[[Varying Rule Sets]]
+
A simple example of an [[Environmental Effects|Environmental Effect]] is to make a part of the [[Game World]] into an [[Inaccessible Areas|Inaccessible Area]]. [[Privileged Abilities]] or [[Privileged Movement]] can then be given, temporarily or permanently, to some game elements possible to provide [[Orthogonal Unit Differentiation]] or [[Varied Gameplay]] respectively. While [[Inaccessible Areas]] block [[Movement]] completely, [[Environmental Effects]] can also provide [[Privileged Movement]] through making it quicker or easier, or provide [[Movement Limitations]] through making it slower or more difficult.
[[Mini-maps]]
+
  
A simple example of an [[Environmental Effects|Environmental Effect]] is to make a part of the [[Game World]] into an [[Inaccessible Areas|Inaccessible Area]]. [[Privileged Abilities]] or [[Privileged Movement]] can then be given, temporarily or permanently, to some game elements possible to provide [[Orthogonal Unit Differentiation]] or [[Varied Gameplay]] respectively. Other possible effects are to block or modify [[Line of Sight]] and modify how [[Combat]] works.
 
  
 +
Other possible [[Environmental Effects]] include granting [[Privileged Abilities]], blocking or modifying [[Line of Sight]] rules, and modify how [[Combat]] and [[Damage]] works.
  
[[Damage]]
+
[[Resource Locations]]
  
 
[[Resource Generators]]
 
[[Resource Generators]]
  
[[Privileged Abilities]]
 
[[Privileged Movement]]
 
  
 
The inverse of [[Environmental Effects]] is actions and events that affect the environment, and it makes sense to consider both when using one. An example of this can be found in [[Hey! That's My Fish!]], [[Forbidden Island]], and [[Greed Corp]], which all have [[Shrinking Game Worlds]] through the removal of tiles and the disappearance of these tiles causes death, require instantaneous movement, or makes places into [[Inaccessible Areas]]. [[Forbidden Island]] modifies this by allowing the 'diver' to move through the disappeared areas as a form of [[Privileged Movement]].
 
The inverse of [[Environmental Effects]] is actions and events that affect the environment, and it makes sense to consider both when using one. An example of this can be found in [[Hey! That's My Fish!]], [[Forbidden Island]], and [[Greed Corp]], which all have [[Shrinking Game Worlds]] through the removal of tiles and the disappearance of these tiles causes death, require instantaneous movement, or makes places into [[Inaccessible Areas]]. [[Forbidden Island]] modifies this by allowing the 'diver' to move through the disappeared areas as a form of [[Privileged Movement]].
Line 44: Line 36:
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
To make players aware of the presence or properties of [[Environmental Effects]], these are typically linked to [[Diegetically Outstanding Features]] but unless these maintain [[Diegetically Consistency]] the effects are likely to become [[Alien Space Bats]].
 
To make players aware of the presence or properties of [[Environmental Effects]], these are typically linked to [[Diegetically Outstanding Features]] but unless these maintain [[Diegetically Consistency]] the effects are likely to become [[Alien Space Bats]].
 +
 +
=== Interface Aspects ===
 +
Important [[Environmental Effects]] may be appropriate to display on [[Mini-maps]] so that players can know their locations even if they are not close to them.
  
 
== Consequences ==
 
== Consequences ==
[[Game Worlds]] and [[Levels]] are modulated by [[Environmental Effects]].
+
[[Game Worlds]] and [[Levels]] are modulated by [[Environmental Effects]] and since they localize places where specific rules apply, they give [[Varying Rule Sets]].
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Alien Space Bats]]
+
[[Alien Space Bats]],
 +
[[Movement Limitations]],
 +
[[Privileged Ability]],
 +
[[Privileged Movement]],
 +
[[Resource Generators]],
 +
[[Resource Locations]],
 +
[[Varying Rule Sets]]
  
 
==== with [[Inaccessible Areas]] and [[Privileged Abilities]] or [[Privileged Movement]] ====
 
==== with [[Inaccessible Areas]] and [[Privileged Abilities]] or [[Privileged Movement]] ====
Line 58: Line 59:
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Combat]],  
 
[[Combat]],  
 +
[[Damage]],
 
[[Game Worlds]],  
 
[[Game Worlds]],  
 
[[Levels]],  
 
[[Levels]],  
[[Line of Sight]]
+
[[Line of Sight]],
 +
[[Movement]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 67: Line 70:
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  
 +
[[Mini-maps]],
 
[[Privileged Abilities]],  
 
[[Privileged Abilities]],  
 
[[Privileged Movement]],  
 
[[Privileged Movement]],  
Line 72: Line 76:
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 20:41, 25 March 2011

Changes to how actions or events function due to being in a specific part of the game world.

For game worlds to have interesting features, the different parts of need to vary. Besides their relation to each other and the game components they contain, this can be done by having Environmental Effects. This may be adding, removing, or modifying the actions possible for those within them, doing the same with actions directed towards those within them, or by having specific events take place within them due to their nature.

Examples

Fallout series has water which slows movement and causes damage when one is submerged for too long without any breathing support. Minecraft, and The Elder Scrolls series have this as well and adds lava that kills quickly. The Lemmings series of games make both water and lava deadly to the lemmings, while the Super Mario series varies the effects of lava between games.

The production of villages and town in Settlers of Catan depend on what hexes they border to.

The terrain one's car is on affects acceleration, deceleration and grip in Racing Games such as Need for Speed series and Gran Turismo series. More unrealistic racing games such as Super Monkey Ball series and the Wipeout series have stretches which adds boost to whatever vehicles is on it.

Hey! That's My Fish!, Forbidden Island, and Greed Corp all have game worlds which gradually disappears, and the disappeared parts can be said to be under an Environmental Effect.

Using the pattern

Environmental Effects are ways of changing details of Levels and Game Worlds, although the most important part of any part of a Game World is how it connects to the rest of it.

A simple example of an Environmental Effect is to make a part of the Game World into an Inaccessible Area. Privileged Abilities or Privileged Movement can then be given, temporarily or permanently, to some game elements possible to provide Orthogonal Unit Differentiation or Varied Gameplay respectively. While Inaccessible Areas block Movement completely, Environmental Effects can also provide Privileged Movement through making it quicker or easier, or provide Movement Limitations through making it slower or more difficult.


Other possible Environmental Effects include granting Privileged Abilities, blocking or modifying Line of Sight rules, and modify how Combat and Damage works.

Resource Locations

Resource Generators


The inverse of Environmental Effects is actions and events that affect the environment, and it makes sense to consider both when using one. An example of this can be found in Hey! That's My Fish!, Forbidden Island, and Greed Corp, which all have Shrinking Game Worlds through the removal of tiles and the disappearance of these tiles causes death, require instantaneous movement, or makes places into Inaccessible Areas. Forbidden Island modifies this by allowing the 'diver' to move through the disappeared areas as a form of Privileged Movement.

Diegetic Aspects

To make players aware of the presence or properties of Environmental Effects, these are typically linked to Diegetically Outstanding Features but unless these maintain Diegetically Consistency the effects are likely to become Alien Space Bats.

Interface Aspects

Important Environmental Effects may be appropriate to display on Mini-maps so that players can know their locations even if they are not close to them.

Consequences

Game Worlds and Levels are modulated by Environmental Effects and since they localize places where specific rules apply, they give Varying Rule Sets.

Relations

Can Instantiate

Alien Space Bats, Movement Limitations, Privileged Ability, Privileged Movement, Resource Generators, Resource Locations, Varying Rule Sets

with Inaccessible Areas and Privileged Abilities or Privileged Movement

Orthogonal Unit Differentiation, Varied Gameplay

Can Modulate

Combat, Damage, Game Worlds, Levels, Line of Sight, Movement

Can Be Instantiated By

Inaccessible Areas

Can Be Modulated By

Diegetically Outstanding Features, Mini-maps, Privileged Abilities, Privileged Movement, Shrinking Game Worlds

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-