Difference between revisions of "Secret Areas"

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[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
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[[Category:Stub]]
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''Areas of game worlds that are not easily noticed.''
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This pattern is a still a stub.
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While most gameplay areas created for games are made so players naturally will visit them, some are [[Secret Areas]] that players may need to explicitly search for in order to find. If players know these exist it gives them reason to explore the game worlds more throughly than otherwise, and even if they do not know about them finding one can provide surprises for them.
  
 
=== Examples ===
 
=== Examples ===
 
One of the first documented easter eggs in a game was a [[Secret Areas|Secret Area]], a room in the game [[Adventure]] that revealed the name of its creator Warren Robinett.
 
One of the first documented easter eggs in a game was a [[Secret Areas|Secret Area]], a room in the game [[Adventure]] that revealed the name of its creator Warren Robinett.
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Many [[:Category:FPS Games|First-Person Shooters]] like the [[Doom series|Doom]] and [[Quake series]] contain [[Secret Areas]] with extra resources. The [[Half-Life series]] include these as well, sometimes as caches for resistance fighters, as does the [[Portal series]] with the dens of the ''rat man''.
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[[Clues]]
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[[Trans-Game Information]]
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 17:53, 9 June 2011

Areas of game worlds that are not easily noticed.

While most gameplay areas created for games are made so players naturally will visit them, some are Secret Areas that players may need to explicitly search for in order to find. If players know these exist it gives them reason to explore the game worlds more throughly than otherwise, and even if they do not know about them finding one can provide surprises for them.

Examples

One of the first documented easter eggs in a game was a Secret Area, a room in the game Adventure that revealed the name of its creator Warren Robinett.

Many First-Person Shooters like the Doom and Quake series contain Secret Areas with extra resources. The Half-Life series include these as well, sometimes as caches for resistance fighters, as does the Portal series with the dens of the rat man.

Clues

Trans-Game Information

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Easter Eggs, Exploration, Surprises, Strategic Knowledge

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

-

Can Be Modulated By

Resources Rewards

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it was first introduced as Hidden Area using another template by Hullett and Whitehead[1], and a more detailed description in this template is available[2].

References

  1. Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
  2. Hidden Area pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead