Difference between revisions of "Illusion of Open Space"

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=== Examples ===
 
=== Examples ===
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 +
[[Super Mario Sunshine]]
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[[Oblivion]]
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[[Fallout 3]] and [[Fallout: New Vegas]]
  
 
== Using the pattern ==
 
== Using the pattern ==
  
=== Diegetic Aspects ===
 
  
=== Interface Aspects ===
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Another way of creating [[Illusion of Open Space]] is to use [[Secondary Interface Screens]] with maps for choosing [[Quick Travel]]. This since the game's interface can show that more of the [[Game Worlds|Game World]] exists than may actually be able to visit.
  
=== Narrative Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
 +
[[Illusion of Open Space]] can help support both [[Diegetic Consistency|Diegetic]] and [[Thematic Consistency]], the first by not making the [[Game Worlds|Game World]] presentation end just because the gameplay environment does and the second because many themes imply that there should be open spaces.
  
 
== Relations ==
 
== Relations ==
[[Game Worlds]]
 
[[Diegetic Consistency]]
 
[[Invisible Walls]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
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[[Diegetic Consistency]],
==== with ... ====
+
[[Thematic Consistency]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Invisible Walls]]
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 +
[[Quick Travel]] together with [[Secondary Interface Screens]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 06:52, 6 June 2011

...

This pattern is a still a stub.

Examples

Super Mario Sunshine

Oblivion Fallout 3 and Fallout: New Vegas

Using the pattern

Another way of creating Illusion of Open Space is to use Secondary Interface Screens with maps for choosing Quick Travel. This since the game's interface can show that more of the Game World exists than may actually be able to visit.


Consequences

Illusion of Open Space can help support both Diegetic and Thematic Consistency, the first by not making the Game World presentation end just because the gameplay environment does and the second because many themes imply that there should be open spaces.

Relations

Can Instantiate

Diegetic Consistency, Thematic Consistency

Can Modulate

Game Worlds

Can Be Instantiated By

Invisible Walls

Quick Travel together with Secondary Interface Screens

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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