Difference between revisions of "One-Way Travel"

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''Movement from one part of a game world to another which cannot be reserved.''
 
''Movement from one part of a game world to another which cannot be reserved.''
  
This pattern is a still a stub.
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When movement for a game element in a game cannot be undone this movement is a [[One-Way Travel]].
  
 
=== Examples ===
 
=== Examples ===
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The pawns in [[Chess]] can only move forward, although also diagonally so when doing normal or ''en passant'' capturing.
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[[:Category:Arcade Games|Arcade Games]] such as [[Pac-Man]] and [[Donkey Kong]] that consist of levels have [[One-Way Travel]] between these, and so does the [[:Category:FPS Games|First-Person Shooter games]] in the [[Doom series|Doom]] and [[Quake series]] (the [[Hexen series]] was the first to not have this). Scrolling [[:Category:Computer Games|Computer Games]] such as [[1942]] and [[Zaxxon]] forces players into a [[One-Way Travel]] at a certain speed although players may have some leeway in both horizontal and vertical position on the gameplay area. For those games that loop back to the first level at some point (instead of generating new levels indefinitely) still provide a [[One-Way Travel]] since the lack of effect players have on the revisited levels make them effectively new ones.
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Leaving the city of Kirkwall to join the ''Deep Roads'' expedition in [[Dragon Age II]] is effectively a [[One-Way Travel]] even if one later returns to the city. This since the return will start a cutscene progressing the storyline and changing what quests are possible there.
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Leaps of Faith]]
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[[Cutscenes]]
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[[The Show Must Go On]]
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[[Real Time Games]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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Travelling back to areas previous visited to not have to be incompatible with [[One-Way Travel]]. The pattern concerns gameplay, so if players can return to a part of the [[Game Worlds|Game World]] but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold [[Thematic Consistency]] but these can be motivated even after a brief period of gameplay through use of [[Cut Scenes]].
 
Travelling back to areas previous visited to not have to be incompatible with [[One-Way Travel]]. The pattern concerns gameplay, so if players can return to a part of the [[Game Worlds|Game World]] but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold [[Thematic Consistency]] but these can be motivated even after a brief period of gameplay through use of [[Cut Scenes]].
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== Consequences ==
 
== Consequences ==
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 +
=== Can Instantiate ===
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[[Irreversible Events]],
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[[Predetermined Story Structures]],
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[[Ultra-Powerful Events]]
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=== Can Modulate ===
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[[Game Worlds]],
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[[Levels]],
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[[Movement]],
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[[Quick Travel]],
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[[Warp Zones]]
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=== Potentially Conflicting With ===
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[[Reversibility]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Irreversible Events]],  
 
[[Irreversible Events]],  
 +
[[Leaps of Faith]],
 
[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
 
[[Ultra-Powerful Events]]
 
[[Ultra-Powerful Events]]

Revision as of 15:40, 4 June 2011

Movement from one part of a game world to another which cannot be reserved.

When movement for a game element in a game cannot be undone this movement is a One-Way Travel.

Examples

The pawns in Chess can only move forward, although also diagonally so when doing normal or en passant capturing.

Arcade Games such as Pac-Man and Donkey Kong that consist of levels have One-Way Travel between these, and so does the First-Person Shooter games in the Doom and Quake series (the Hexen series was the first to not have this). Scrolling Computer Games such as 1942 and Zaxxon forces players into a One-Way Travel at a certain speed although players may have some leeway in both horizontal and vertical position on the gameplay area. For those games that loop back to the first level at some point (instead of generating new levels indefinitely) still provide a One-Way Travel since the lack of effect players have on the revisited levels make them effectively new ones.

Leaving the city of Kirkwall to join the Deep Roads expedition in Dragon Age II is effectively a One-Way Travel even if one later returns to the city. This since the return will start a cutscene progressing the storyline and changing what quests are possible there.

Using the pattern

Leaps of Faith

Cutscenes

The Show Must Go On Real Time Games

Diegetic Aspects

Interface Aspects

Narrative Aspects

Since One-Way Travel can be used to create Irreversible Events, they can be tools for ensuring that Predetermined Story Structures are unfolded in a certain way as long as they depend on changes in physical location.

Travelling back to areas previous visited to not have to be incompatible with One-Way Travel. The pattern concerns gameplay, so if players can return to a part of the Game World but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold Thematic Consistency but these can be motivated even after a brief period of gameplay through use of Cut Scenes.


Consequences

Can Instantiate

Irreversible Events, Predetermined Story Structures, Ultra-Powerful Events

Can Modulate

Game Worlds, Levels, Movement, Quick Travel, Warp Zones


Potentially Conflicting With

Reversibility

Relations

Can Instantiate

Irreversible Events, Leaps of Faith, Predetermined Story Structures, Ultra-Powerful Events

Can Modulate

Game Worlds, Levels, Movement, Quick Travel, Warp Zones

Can Be Instantiated By

-

Can Be Modulated By

Cutscenes

Possible Closure Effects

-

Potentially Conflicting With

Reversibility

History

New pattern created in this wiki.

References

-

Acknowledgements

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