Environmental Effects

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

For game worlds to have

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

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 Mini-maps

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. Other possible effects are to block or modify Line of Sight and modify how Combat works.


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

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.

Consequences

Game Worlds and Levels are modulated by Environmental Effects.

Relations

Can Instantiate

Alien Space Bats

with Inaccessible Areas and Privileged Abilities or Privileged Movement

Orthogonal Unit Differentiation, Varied Gameplay

Can Modulate

Combat, Game Worlds, Levels, Line of Sight

Can Be Instantiated By

Inaccessible Areas

Can Be Modulated By

Diegetically Outstanding Features, Privileged Abilities, Privileged Movement, Shrinking Game Worlds

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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