Difference between revisions of "Inaccessible Areas"

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''Parts of game worlds that players can perceive but cannot enter.''
 
''Parts of game worlds that players can perceive but cannot enter.''
  
This pattern is a still a stub.
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Games are typically set in some world but it is either for gameplay purposes or production purposes seldom worthwhile to let players actually be able to visit all parts of the worlds even if it would be thematically plausible. When players are made aware of parts of the game worlds that they cannot currently, or ever, visit, this makes those parts into [[Inaccessible Areas]]. Although inaccessible, it may be possible to affect these areas in ways e.g. by shooting or throwing things into it, and the area may not be inaccessible to other types of game elements that are not under player control or under the control of other players. It may also be possible for the player to enter the area later in the game, e.g. by finding the key to the locked door, and this can be done to structure gameplay. Related to this, game designers may wish to keep certain parts of game worlds as [[Inaccessible Areas]] so that players can have surprises or other experiences planned according to some planned storyline.
  
 
=== Examples ===
 
=== Examples ===
 +
Example: The ghost generator in the middle of the Pac-Man level is an example of an area the player controlling Pac-Man cannot enter.
 +
 +
Example: Computer roleplaying games use Inaccessible Areas to guide the players through the Game World in a manner intended by the game designers.
 +
 +
Example: The Legend of Zelda series contains many areas that are initially blocked by boulders, locked doors, or other obstacles. The player can remove these obstacles after having acquired certain items or abilities, for example, by using bombs to blow away blocking boulders and special keys to open the locked doors.
 +
 +
[[Dragon Age II]]
 +
 +
[[Another World]]
 +
 +
[[Super Mario Sunshine]]
  
 
== Using the pattern ==
 
== Using the pattern ==
 
The primary design choice regarding [[Inaccessible Areas]] is if they should be inaccessible permanently throughout game instances or temporarily.
 
The primary design choice regarding [[Inaccessible Areas]] is if they should be inaccessible permanently throughout game instances or temporarily.
 +
 +
 +
The primary design choice when creating Inaccessible Areas is to decide what is blocking the access. One of the most obvious uses is to place Obstacles in the Game World in such way that they block access to an area. Depending on the nature of the Obstacles actions other than movement can be blocked, such as vision. For example, deep chasms and great height differences can block the vision but still allow the player to shoot or throw other kinds of game elements at the obstacle. Windows and Invisible Walls do not block vision but can block all the access from other game elements. Locked or blocked doors block both vision and other types of game elements. The Inaccessible Area may also be inaccessible due to its own nature. For example, an area containing lava, water, or poisonous atmospheres can make it impossible or difficult for Avatars and Units to enter the area and can even make the whole area one big Deadly Trap. Inaccessible Areas can be used to create Leaps of Faith in which players have no perception of what part of an area is inaccessiblebecause of a Deadly Trap and which part of an area is safe to enter.
 +
 +
The Inaccessible Area can in some cases be accessible for certain types of game elements, and the nature of these elements should comply with the Consistent Reality Logic of the game. For example, if water is used to block an area in a strategy game, it might follow that boat Units can enter the water area but other Units cannot. This is also an example how Inaccessible Areas together with Privileged Movements for certain game elements can have Orthogonal Unit Differentiation. This kind of unit design may also be used to create Safe Havens.
 +
 +
The Inaccessible Area may be the initial location of the game elements but may be inaccessible during the actual gameplay, making it a form of a Safe Haven. This is typically used in team-based first-person shooters where Spawn Points are placed so that players Spawning cannot be attacked directly at that location. By using Privileged Movement, these Safe Havens and Resource Locations may be accessible to only one team in the game, ensuring a minimal area of control to each team. Making initially Inaccessible Areas possible to enter after players have completed goals or demonstrated competences in performing necessary actions is one way to create Smooth Learning Curves. This can promote Replayability of Levels during gameplay or Replayability on whole games if the Inaccessible Areas are part of Optional Goals or Easter Eggs.
 +
 +
The players' perception of an Inaccessible Area depends on the exact position of the players and their knowledge about current goals and dangers. For example, an area may be perceived as an Inaccessible Area when there is an Enemy guarding the route through the area or a player Camping in the area.
 +
 +
=== Can Be Instantiated By ===
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[[Diegetically Tangible Game Items]],
 +
[[Levels]],
 +
[[Obstacles]],
 +
[[Private Game Spaces]],
 +
[[Traps]]
 +
 +
=== Can Be Modulated By ===
 +
[[Diegetically Tangible Game Items]],
 +
[[Traps]]
 +
 +
[[Vehicles]] together with [[Privileged Movement]]
  
  
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== Consequences ==
 
== Consequences ==
 +
The main use of [[Inaccessible Areas]] is to make [[Game Worlds]] and [[Levels]] that are limited in size appear larger, thereby trying to maintain a [[Thematic Consistency]]. This is however a volatile solution since if the reason for the areas inaccessibility is not also fit the [[Thematic Consistency]] it will rather work against this intention. This assumes [[Inaccessible Areas]] that surround the area where gameplay takes place; if the gameplay area instead surrounds the [[Inaccessible Areas]] they are examples of [[Environmental Effects]]. Regardless, [[Inaccessible Areas]] restrict players [[Freedom of Choice]] by imposing [[Movement Limitations]] on players and affect how players can conduct [[Movement]] to enact [[Game World Navigation]].
  
== Relations ==
+
Inaccessible Areas do not have to be areas in the actual Game World but simply provide players with an illusion that the Game World or Level is larger than it is. However, some Inaccessible Areas are true areas and can come into play. Inaccessible Areas that can be reached through solving subgoals may be used as Traverse goals. Used in this fashion, gaining access to these areas can be used to maintain the Narrative Structure of the game, especially in cases where the obstacle blocking the access clearly indicates the possibility for later gaining access to the area motivates the player. Inaccessible Areas can, however, also cause player frustration, especially in cases where it seems like a player can later access an area even though that's not the case. For example, having a locked door in an adventure game where there is no possibility for getting the right key will frustrate most players.
=== Can Instantiate ===
+
[[Environmental Effects]]
+
  
 +
[[Vehicles]] can be difficult to combine with [[Inaccessible Areas]], at least if trying to maintain [[Thematic Consistency]], since they typically offer more efficient ways of travel and potentially in other mediums.
  
[[Obstacles]]
 
  
==== with [[Environmental Effects]] and [[Privileged Abilities]] or [[Privileged Movement]] =====
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==== with [[Environmental Effects]] and [[Privileged Abilities]] or [[Privileged Movement]] ====
 +
[[Orthogonal Unit Differentiation]], [[Varied Gameplay]]
 +
 
 +
== Relations ==
 +
=== Can Instantiate ===
 +
[[Environmental Effects]],
 +
[[Movement Limitations]],
 +
[[Thematic Consistency]]
 +
 
 +
==== with [[Environmental Effects]] and [[Privileged Abilities]] or [[Privileged Movement]] ====
 
[[Orthogonal Unit Differentiation]], [[Varied Gameplay]]
 
[[Orthogonal Unit Differentiation]], [[Varied Gameplay]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
[[Game Worlds]]
+
[[Game World Navigation]],
 +
[[Game Worlds]],
 +
[[Levels]],
 +
[[Movement]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Diegetically Tangible Game Items]],  
 
[[Diegetically Tangible Game Items]],  
 
[[Levels]],  
 
[[Levels]],  
 +
[[Obstacles]],
 
[[Private Game Spaces]],  
 
[[Private Game Spaces]],  
 
[[Traps]]
 
[[Traps]]
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=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Thematic Consistency]],
 
[[Vehicles]]
 
[[Vehicles]]
  
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== Acknowledgements ==
 
== Acknowledgements ==
 +
-

Revision as of 20:40, 3 May 2011

Parts of game worlds that players can perceive but cannot enter.

Games are typically set in some world but it is either for gameplay purposes or production purposes seldom worthwhile to let players actually be able to visit all parts of the worlds even if it would be thematically plausible. When players are made aware of parts of the game worlds that they cannot currently, or ever, visit, this makes those parts into Inaccessible Areas. Although inaccessible, it may be possible to affect these areas in ways e.g. by shooting or throwing things into it, and the area may not be inaccessible to other types of game elements that are not under player control or under the control of other players. It may also be possible for the player to enter the area later in the game, e.g. by finding the key to the locked door, and this can be done to structure gameplay. Related to this, game designers may wish to keep certain parts of game worlds as Inaccessible Areas so that players can have surprises or other experiences planned according to some planned storyline.

Examples

Example: The ghost generator in the middle of the Pac-Man level is an example of an area the player controlling Pac-Man cannot enter.

Example: Computer roleplaying games use Inaccessible Areas to guide the players through the Game World in a manner intended by the game designers.

Example: The Legend of Zelda series contains many areas that are initially blocked by boulders, locked doors, or other obstacles. The player can remove these obstacles after having acquired certain items or abilities, for example, by using bombs to blow away blocking boulders and special keys to open the locked doors.

Dragon Age II

Another World

Super Mario Sunshine

Using the pattern

The primary design choice regarding Inaccessible Areas is if they should be inaccessible permanently throughout game instances or temporarily.


The primary design choice when creating Inaccessible Areas is to decide what is blocking the access. One of the most obvious uses is to place Obstacles in the Game World in such way that they block access to an area. Depending on the nature of the Obstacles actions other than movement can be blocked, such as vision. For example, deep chasms and great height differences can block the vision but still allow the player to shoot or throw other kinds of game elements at the obstacle. Windows and Invisible Walls do not block vision but can block all the access from other game elements. Locked or blocked doors block both vision and other types of game elements. The Inaccessible Area may also be inaccessible due to its own nature. For example, an area containing lava, water, or poisonous atmospheres can make it impossible or difficult for Avatars and Units to enter the area and can even make the whole area one big Deadly Trap. Inaccessible Areas can be used to create Leaps of Faith in which players have no perception of what part of an area is inaccessiblebecause of a Deadly Trap and which part of an area is safe to enter.

The Inaccessible Area can in some cases be accessible for certain types of game elements, and the nature of these elements should comply with the Consistent Reality Logic of the game. For example, if water is used to block an area in a strategy game, it might follow that boat Units can enter the water area but other Units cannot. This is also an example how Inaccessible Areas together with Privileged Movements for certain game elements can have Orthogonal Unit Differentiation. This kind of unit design may also be used to create Safe Havens.

The Inaccessible Area may be the initial location of the game elements but may be inaccessible during the actual gameplay, making it a form of a Safe Haven. This is typically used in team-based first-person shooters where Spawn Points are placed so that players Spawning cannot be attacked directly at that location. By using Privileged Movement, these Safe Havens and Resource Locations may be accessible to only one team in the game, ensuring a minimal area of control to each team. Making initially Inaccessible Areas possible to enter after players have completed goals or demonstrated competences in performing necessary actions is one way to create Smooth Learning Curves. This can promote Replayability of Levels during gameplay or Replayability on whole games if the Inaccessible Areas are part of Optional Goals or Easter Eggs.

The players' perception of an Inaccessible Area depends on the exact position of the players and their knowledge about current goals and dangers. For example, an area may be perceived as an Inaccessible Area when there is an Enemy guarding the route through the area or a player Camping in the area.

Can Be Instantiated By

Diegetically Tangible Game Items, Levels, Obstacles, Private Game Spaces, Traps

Can Be Modulated By

Diegetically Tangible Game Items, Traps

Vehicles together with Privileged Movement


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

The main use of Inaccessible Areas is to make Game Worlds and Levels that are limited in size appear larger, thereby trying to maintain a Thematic Consistency. This is however a volatile solution since if the reason for the areas inaccessibility is not also fit the Thematic Consistency it will rather work against this intention. This assumes Inaccessible Areas that surround the area where gameplay takes place; if the gameplay area instead surrounds the Inaccessible Areas they are examples of Environmental Effects. Regardless, Inaccessible Areas restrict players Freedom of Choice by imposing Movement Limitations on players and affect how players can conduct Movement to enact Game World Navigation.

Inaccessible Areas do not have to be areas in the actual Game World but simply provide players with an illusion that the Game World or Level is larger than it is. However, some Inaccessible Areas are true areas and can come into play. Inaccessible Areas that can be reached through solving subgoals may be used as Traverse goals. Used in this fashion, gaining access to these areas can be used to maintain the Narrative Structure of the game, especially in cases where the obstacle blocking the access clearly indicates the possibility for later gaining access to the area motivates the player. Inaccessible Areas can, however, also cause player frustration, especially in cases where it seems like a player can later access an area even though that's not the case. For example, having a locked door in an adventure game where there is no possibility for getting the right key will frustrate most players.

Vehicles can be difficult to combine with Inaccessible Areas, at least if trying to maintain Thematic Consistency, since they typically offer more efficient ways of travel and potentially in other mediums.


with Environmental Effects and Privileged Abilities or Privileged Movement

Orthogonal Unit Differentiation, Varied Gameplay

Relations

Can Instantiate

Environmental Effects, Movement Limitations, Thematic Consistency

with Environmental Effects and Privileged Abilities or Privileged Movement

Orthogonal Unit Differentiation, Varied Gameplay

Can Modulate

Freedom of Choice, Game World Navigation, Game Worlds, Levels, Movement

Can Be Instantiated By

Diegetically Tangible Game Items, Levels, Obstacles, Private Game Spaces, Traps

Can Be Modulated By

Diegetically Tangible Game Items, Traps

Vehicles together with Privileged Movement

Possible Closure Effects

-

Potentially Conflicting With

Thematic Consistency, Vehicles

History

An updated version of the pattern Inaccessible Areas that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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