Inaccessible Areas

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

This pattern is a still a stub.

Examples

Using the pattern

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


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Drop-In/Drop-Out Avatars Levels Freedom of Choice Game Worlds Vehicles Environmental Effects Diegetically Tangible Game Items Traps Obstacles

with ...

Can Modulate

Can Be Instantiated By

Private Game Spaces

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

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