Environmental Effects

From gdp3
Revision as of 19:27, 24 March 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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

This pattern is a still a stub.

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

Levels Varying Rule Sets Mini-maps Alien Space Bats Game Worlds

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.

Damage

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.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with Inaccessible Areas and Privileged Abilities or Privileged Movement

Orthogonal Unit Differentiation, Varied Gameplay

Can Modulate

Can Be Instantiated By

Inaccessible Areas

Can Be Modulated By

Privileged Abilities, Privileged Movement, Shrinking Game Worlds

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements

-