Secret Areas

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This pattern is a still a stub.

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.

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

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Can Be Modulated By

Resources Rewards

Possible Closure Effects

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Potentially Conflicting With

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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