Illusion of Open Space

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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.

Inaccessible Areas, Invisible Walls

Quick Travel together with Secondary Interface Screens

Consequences

Illusion of Open Space makes Game Worlds seem larger than they would otherwise. This 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. Diegetic Consistency can be maintained even if the illusion is revealed, but Thematic Consistency is likely to suffer.

Relations

Can Instantiate

Diegetic Consistency, Thematic Consistency

Can Modulate

Game Worlds

Can Be Instantiated By

Inaccessible Areas, Invisible Walls

Quick Travel together with Secondary Interface Screens

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Thematic Consistency

History

New pattern created in this wiki.

References

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Acknowledgements

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