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

Environmental Effects


Obstacles

with Environmental Effects and Privileged Abilities or Privileged Movement =

Orthogonal Unit Differentiation, Varied Gameplay

Can Modulate

Freedom of Choice, Game Worlds

Can Be Instantiated By

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

Can Be Modulated By

Diegetically Tangible Game Items, Traps

Vehicles together with Privileged Movement

Possible Closure Effects

Potentially Conflicting With

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