Difference between revisions of "Secret Areas"

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[[Category:Staffan's current workpage]]
 
 
[[Category:Level Design Patterns]]
 
[[Category:Level Design Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
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[[Category:Information Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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[[Category:Patterns]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[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 ===
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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''.
  
 
== Using the pattern ==
 
== Using the pattern ==
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There are two main ways of creating [[Secret Areas]] in games. One is making areas difficult to notice due to the presence of [[Obstacles]] and the other is to have areas completely hidden until unknown [[Conditional Passageways]] are activated. In both cases [[Clues]] and [[Vision Modes]] can be used to make it easier to notice the [[Secret Areas]] or at least hinting that something is unusual.
  
=== Diegetic Aspects ===
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While [[Game World Exploration]] goals and [[Quests]] may require players to find [[Secret Areas]], it is also quite common to provide them in order to offer players [[Optional Goals]] where they can earn [[Resources]] as  [[Rewards]].
  
=== Interface Aspects ===
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== Consequences ==
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[[Secret Areas]] are ways to hide parts of [[Game Boards]], [[Game Worlds]], and [[Levels]] to players, and may be intentional [[Easter Eggs]]. Finding them may provide [[Surprises]] for players while if they know or suspect that the exist they may instead give rise to [[Game World Exploration]] activities. [[Secret Areas]] can often function as [[Hiding Places]] since the [[Secret Areas]] may be unknown both to other players and to [[Enemies]] in a game.
  
=== Narrative Aspects ===
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Knowing about [[Secret Areas]] are examples of [[Strategic Locations]], and these may even more likely be conveyed to others players as [[Trans-Game Information]]. This is especially true when they are [[Hiding Places]] and these are not common.
 
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== Consequences ==
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Exploration]],  
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[[Easter Eggs]],
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[[Game World Exploration]],
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[[Hiding Places]],
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[[Optional Goals]],
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[[Rewards]],  
 
[[Surprises]],  
 
[[Surprises]],  
[[Strategic Knowledge]],  
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[[Strategic Locations]],  
[[Strategic Locations]]
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[[Trans-Game Information]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Game Boards]],
 
[[Game Worlds]],  
 
[[Game Worlds]],  
[[Levels]]
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[[Levels]],
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[[Quests]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
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[[Conditional Passageways]],
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[[Obstacles]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Resources]]
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[[Clues]],
[[Rewards]]
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[[Resources]],
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[[Vision Modes]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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<references>
 
<references>
 
<ref name="Hullett2010">Hullett, K. & Whitehead, J. (2010). ''Design Patterns in FPS Levels'', paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.</ref>
 
<ref name="Hullett2010">Hullett, K. & Whitehead, J. (2010). ''Design Patterns in FPS Levels'', paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.</ref>
<ref name="HullettPattern">[https://users.soe.ucsc.edu/~khullett/doku.php?id=hidden_area Hidden Area] pattern by Kenneth Hullett.</ref>
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<ref name="HullettPattern">[http://users.soe.ucsc.edu/~khullett/doku.php?id=hidden_area Hidden Area] pattern by Kenneth Hullett.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
Kennart Hullett, Jim Whitehead
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Kenneth Hullett, Jim Whitehead

Latest revision as of 13:51, 26 March 2018

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.

Using the pattern

There are two main ways of creating Secret Areas in games. One is making areas difficult to notice due to the presence of Obstacles and the other is to have areas completely hidden until unknown Conditional Passageways are activated. In both cases Clues and Vision Modes can be used to make it easier to notice the Secret Areas or at least hinting that something is unusual.

While Game World Exploration goals and Quests may require players to find Secret Areas, it is also quite common to provide them in order to offer players Optional Goals where they can earn Resources as Rewards.

Consequences

Secret Areas are ways to hide parts of Game Boards, Game Worlds, and Levels to players, and may be intentional Easter Eggs. Finding them may provide Surprises for players while if they know or suspect that the exist they may instead give rise to Game World Exploration activities. Secret Areas can often function as Hiding Places since the Secret Areas may be unknown both to other players and to Enemies in a game.

Knowing about Secret Areas are examples of Strategic Locations, and these may even more likely be conveyed to others players as Trans-Game Information. This is especially true when they are Hiding Places and these are not common.

Relations

Can Instantiate

Easter Eggs, Game World Exploration, Hiding Places, Optional Goals, Rewards, Surprises, Strategic Locations, Trans-Game Information

Can Modulate

Game Boards, Game Worlds, Levels, Quests

Can Be Instantiated By

Conditional Passageways, Obstacles

Can Be Modulated By

Clues, Resources, Vision Modes

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

Kenneth Hullett, Jim Whitehead