Obstacles

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

One definition of playing a game is "the voluntary attempt to overcome unnecessary obstacles"[1]. This can be applied literally by requiring that navigation in Game Worlds take into consideration diegetically present physical Obstacles. Often the Obstacles may be moved, destroyed, or avoided by specific actions but until this has been done (and it has become possible to do so), the Obstacles slow or block the players' progress in the game.

Examples

Space Alert

Portal series

Ricochet Robots

RoboRally

Red Faction series

Example: The typical Obstacles in adventure games are locked doors, which can only be opened with a correct key, for example, the locked doors of The Legend of Zelda: Wind Waker require keys.

Using the pattern

Obstacles are created by making sufficiently large Diegetically Tangible Game Items.

These may any type of Game Items,


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


Typically, Obstacles that do not act as boundaries for Inaccessible Areas can be avoided by taking a longer route, even if it is simply walking around a boulder or tree. The Obstacle may not necessarily block the passage through it, but can make the movement slower or cause damage or deplete Resources. Note that an Obstacle can also be a larger area, for example, a mountain or a pit. If the Obstacles can be removed by Switches on the far side of them, this provides a way to create Quick Returns.

The choice of Obstacles determines how players can bypass it, if at all. Obstacles that block the way to Inaccessible Areas are often also Controllers, which support an action to remove the Obstacle but also require a specific Resource or Tool. Obstacles can be Outstanding Features when placed alone or given different visual appearance to other Obstacles.


Obstacles are usually not deadly to Units or Avatars, at least not immediately. However, they can cause Leaps of Faith and can hinder Aim & Shoot actions against threats. See Deadly Traps for these types of game elements.

While Obstacles affect how Avatars and Units can move in Game Worlds, Avatars and Units can be Obstacles to each other if they are Diegetically Tangible Game Items.

Destructible Objects,

Can Be Instantiated By

the effect of Privileged Abilities or

Game Element Removal

Diegetic Aspects

In games building their gameplay extensively on Rhythm-Based Actions, Obstacles are sometimes used as diegetic game elements that provide collisions between them and the players' Avatars as thematic explanations for the failures.

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

The combination of several Obstacles can create natural boundaries to Inaccessible Areas, and when used in this fashion, they can support Predetermined Story Structures if they can latter be removed, e.g. by Switches.

Consequences

Obstacles create Movement Limitations in how Avatars and Units can perform Movement or Maneuvering in Game Worlds or Levels. They also affect Aim & Shoot since the can block Line of Sight. By having these effects, they naturally are Diegetically Outstanding Features even if this can be enhanced by their visual presentation. Depending on the size of the Obstacles, they can also make Game World Navigation difficult simply because they can make it difficult to get an overview of one's surroundings. By using these features and being placed strategically, Obstacles can modulate Traverse or Exploration goals to offer Challenging Gameplay.

While all Obstacles are Diegetically Tangible Game Items, the reverse is not true since some game items can be stepped over or onto, or can easily be moved aside. Obstacles can be Surprises if they appear suddenly from the players' perspective. When happens, they can effectively be Traps.

As mentioned above, Obstacles can help control how Predetermined Story Structures are revealed. This does not necessarily led to new Levels or areas of the Game Worlds - they can also provide Quick Returns.

Skillful players may be able to bypass more than one Obstacle at the same time or without requiring more Resources than if the Obstacles were not present. This is an expression of Game Mastery made possible by, depending on the nature of the Obstacles, players Timing their actions (e.g. moving between moving objects), them performing Dexterity-Based Actions (e.g. avoiding stationary objects and other vehicles when driving), or by succeeding with Puzzle Solving (e.g. finding the most cost efficient route).

Relations

Can Instantiate

Dexterity-Based Actions, Diegetically Outstanding Features, Game Mastery, Inaccessible Areas, Movement Limitations, Predetermined Story Structures, Puzzle Solving, Surprises, Timing

with Exploration or Traverse

Challenging Gameplay

with Surprises

Traps

with Switches

Quick Returns

Can Modulate

Aim & Shoot, Avatars, Challenging Gameplay, Exploration, Game World Navigation, Game Worlds, Maneuvering, Movement, Levels, Line of Sight, Rhythm-Based Actions, Traverse, Units

Can Be Instantiated By

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

Can Be Modulated By

Destructible Objects, Game Element Removal, Privileged Abilities

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[2].

References

  1. Suits, B. (2005). The Grasshopper: Games, Life and Utopia. Broadview Press. ISBN 155111772X
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements