Difference between revisions of "Moveable Tiles"

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Revision as of 11:26, 30 August 2011

Tiles that move in the diegetic game world.

This pattern is a still a stub.

Tiles that can move during gameplay either as the effect of player actions or game events.

Moveable Tiles are very common in platform games from Super Mario Bros. to Crash Bandicoot to Super Monkey Ball. In these games, the Moveable Tiles mainly consist of constantly moving platforms the player has to use to reach certain places in the game. The main challenge for the player in such cases is to time and coordinate his movements according to the movement of the tiles. Another common use of Moveable Tiles is to allow the player to push, pull, or otherwise move the tiles around the Game World, usually to block enemies or to reach otherwise inaccessible areas.

Examples

Sokoban

Super Mario series

Portal series

Example: One of the levels in Super Monkey Ball consists almost exclusively of moving tiles, where each tile contains bananas for bonus scores. The tiles move in a very predictable pattern by first contracting to the center of the level and then again spreading out.

Using the pattern

As its name implied, the design of Moveable Tiles requires the presence of Tiles. However, unlike many other cases regarding Tiles the design of Moveable Tiles cannot as easily be replaced with Cards. This since Moveable Tiles deals with diegetic Movement and Cards are less likely to represent moveable game elements inside Game Worlds.

Besides the considerations that need to be made for other Tiles, the design of Moveable Tiles requires decisions regarding the movement patterns, such as how the movement is activated and how the movement can be stopped, if necessary. Movement patterns can either be predetermined, decided on the fly using Randomness, or determined by the actions made either by game elements on the tile or through Controllers. The activation of the movement may be due to certain events or actions (maybe requiring some form of Resources), or the movement may be constant so that activation is not required, and the movement may continue only for a limited amount of time. The movement of the tile may also end or change direction when blocked by an Obstacle. When the movement is caused by player actions, this provides a form of Reconfigurable Game World.

Another decision to be made when using Moveable Tiles is whether the game elements on the Moveable Tiles need to move in order to stay on the tile or if they are automatically carried by the tile when it is moving. For example, in almost all cases of lifts in platform games, the player's character is automatically carried on the lift tile. On the other hand, to stay on the Moveable Tiles in Super Monkey Ball, the player has to explicitly move the ball.

Can Be Instantiated By

Rhythm-Based Actions


Diegetic Aspects

Interface Aspects

Narrative Aspects

Timing

Consequences

Moveable Tiles are - quite obviously - ways of modulating Tiles so that have Movement. Depending on their size and positioning in Game Worlds, this may let them provide Movement for Avatars and Units or be Obstacles preventing Movement. If they can crush game elements against walls or other game elements, they can also be a source of Damage.

Moveable Tiles that are not under players' control can be used to create Timing challenges that require Rhythm-Based Actions as well as Strategic Knowledge when players need to learn how to pass by obstacle courses consisting of several Moveable Tiles or other challenges. Moveable Tiles also make Aim & Shoot actions more difficult, as the movement of the tiles need to be taken into consideration if the shooter or target are on these or if the Moveable Tiles are Obstacles.

Moveable Tiles that move for some time after being set in motion are examples of The Show Must Go On, as the players usually cannot affect the movement of the tiles once set in motion, especially if this motion is continuous. Those that Damage or Eliminate what they crush against something are also examples of Ultra-Powerful Events; they do however not need to make players lose control over game elements; rather, Moveable Tiles can in this case bring in more complexity and variation to the game system.

Relations

Can Instantiate

Damage, Movement, Obstacles, Rhythm-Based Actions, Strategic Knowledge, Timing, The Show Must Go On

with Damage

Ultra-Powerful Events

Can Modulate

Aim & Shoot, Tiles

Can Be Instantiated By

Rhythm-Based Actions

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Moveable Tiles 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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