Difference between revisions of "Quick Travel"

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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
[[Cut Scenes]]
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[[Cut Scenes]] are often used, even if they only present static images (as for example [[Oblivion]] does), to provide a rationale for the travelling that can be used to maintain [[Diegetic Consistency]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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== Consequences ==
 
== Consequences ==
[[Quick Travel]] changes [[Game Worlds]] by making
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[[Quick Travel]] changes [[Game Worlds]] by letting players travel in them without visiting a continuously series of places between them. For games where such travel is possible, [[Quick Travel]] offers a [[Freedom of Choice]] to avoid what easily can be a form of [[Grinding]].
 
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+
  
 
== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Freedom of Choice]]
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Cut Scenes]]
 
[[Optional Interfaces]]
 
[[Optional Interfaces]]
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Grinding]]
  
 
== History ==
 
== History ==

Revision as of 21:46, 14 January 2011

Ways for players to move between different places in a game world without visiting the intermittent places.

Many This pattern is a still a stub.

Examples

Torchlight provides Portal scrolls that allow players to open short cuts to the safety of the town where loot can be sold and new supplies can be bought. All games in the Elder Scrolls series but Morrowind have Quick Travel options to already visited areas through the map of the game world (Morrowind has it through hired transport and magical devices).

Using the pattern

Quick Returns are a special case of Quick Travel to avoid the Grinding of having to travel linearly through already explored areas of Game Worlds.

Games divided into Levels which are not immediately adjacent to each other automatically make use of Quick Travel.

Diegetic Aspects

Cut Scenes are often used, even if they only present static images (as for example Oblivion does), to provide a rationale for the travelling that can be used to maintain Diegetic Consistency.

Interface Aspects

Optional Interfaces of Game World maps can be used as a way of masking the transition between the different places linked by Quick Travel. This is done for most games in the Elder Scrolls series as well as for Fallout 3 and Fallout: New Vegas.

Narrative Aspects

Consequences

Quick Travel changes Game Worlds by letting players travel in them without visiting a continuously series of places between them. For games where such travel is possible, Quick Travel offers a Freedom of Choice to avoid what easily can be a form of Grinding.

Relations

Can Instantiate

Freedom of Choice

with ...

Can Modulate

Game Worlds

Can Be Instantiated By

Levels, Quick Returns

Can Be Modulated By

Cut Scenes Optional Interfaces

Possible Closure Effects

Potentially Conflicting With

Grinding

History

New pattern created in this wiki.

References

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Acknowledgements

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