Obstacles

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Game elements that hinder players from taking the shortest route between two places in game worlds.

This pattern is a still a stub.

Examples

Using the pattern

Space Alert

Portal series

Ricochet Robots

RoboRally

Red Faction series


Diegetic Aspects

If Obstacles are placed so they only become apparent when they are closed, typically through a combination of high speed and turning corners, they give rise to Surprises.

Interface Aspects

Narrative Aspects

Consequences

When Obstacles appear as Surprises, they can effectively be Traps.

Relations

Can Instantiate

Diegetically Outstanding Features, Surprises

with Surprises

Traps

with Switches

Quick Returns

Can Modulate

Aim & Shoot, Avatars, Challenging Gameplay, Destructible Objects, Game Worlds, Levels, Line of Sight, Rhythm-Based Actions, Units

Can Be Instantiated By

Avatars, Cosmetic Game Items, Diegetically Tangible Game Items, Installations, Props, Units

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Obstacles 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