One-Way Travel

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

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.

Movement Game Worlds Cut Scenes

Consequences

Warp Zones Levels Irreversible Events Predetermined Story Structures Ultra-Powerful Events Quick Travel

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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