Landmarks

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Distinct objects in game worlds that help navigation within them.

Examples

The Grand Theft Auto series and Mirror's Edge uses temporary glowing pillars of light to guide players in races.

White Gold Tower in The Elder Scrolls IV: Oblivion

Assassin's Creed

Grand Theft Auto series

Using the pattern

Landmarks are not a specific type of game elements in themselves but rather game elements that distinguish themselves in such ways to help players locate themselves and possible future locations. Any element in a Game World can work as long as they are Diegetically Outstanding Features in some fashion, and this may be the main raison d'être for some Props. Simply by their size, Big Dumb Objects (e.g. the various tall buildings in The Elder Scrolls IV: Oblivion and the Grand Theft Auto series) and Installations (unless there are too many of the latter and they are not distinguishable from each other) will likely be Landmarks. Geospatial Game Widgets, while not being elements of Game Worlds are still elements in Game Worlds and may therefore also serve as Landmarks.


While Landmarks can help in any Game World Navigation they can specifically be placed to show the route of Races; if used, Check Points are natural candidates for being Landmarks in this case.

Environmental Storytelling Traces Clues

Diegetic Aspects

Geospatial Game Widgets

Consequences

Landmarks help players with Game World Navigation in Game Worlds and Levels.

Relations

Can Instantiate

with ...

Can Modulate

Races, Game World Navigation, Game Worlds, Levels

Can Be Instantiated By

Big Dumb Objects, Check Points, Diegetically Outstanding Features, Geospatial Game Widgets, Installations, Props

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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