Difference between revisions of "Transport Routes"

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(Using the pattern)
(Consequences)
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[Transport Routes]] give rise to basic [[Traverse]] goals of moving from one end of it to the other. They can create [[Choke Points]] if opposing exists or the transport capacity is limited. [[Game World Navigation]] can be necessary when players have several [[Transport Routes]] to choose from and [[Lull Periods]] can occur if they are sufficiently long and do not require much attention from players.
[[Choke Points]],
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[[Game World Navigation]],
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[[Lull Periods]],
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[[Traverse]]
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== Relations ==
 
== Relations ==

Revision as of 07:25, 3 August 2015

A route in a game world that players need to traverse to get to certain locations.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

As a pattern relating to connecting locations together, it has relations to many such patterns relating to connections.

Can Be Instantiated By

Cut Scenes, Inaccessible Areas, Invisible Walls, Obstacles, Vehicle Sections

Can Be Modulated By

Backtracking Levels, Conditional Passageways, Inaccessible Areas, Illusion of Open Space, One-Way Travel, Quick Returns

Potentially Conflicting With

Quick Travel

Narration Aspects

Transport Routes is not a Narration Pattern in itself but narration can be provided in Transport Routes to make them more interesting. The most natural way to do this is through Environmental Storytelling since it is an environment, and examples of patterns that can be used for this reason (or to just make the routes more varied) include Big Dumb Objects and Landmarks.

Consequences

Transport Routes give rise to basic Traverse goals of moving from one end of it to the other. They can create Choke Points if opposing exists or the transport capacity is limited. Game World Navigation can be necessary when players have several Transport Routes to choose from and Lull Periods can occur if they are sufficiently long and do not require much attention from players.

Relations

Can Instantiate

Choke Points, Game World Navigation, Lull Periods, Traverse

Can Modulate

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Can Be Instantiated By

Cut Scenes, Inaccessible Areas, Invisible Walls, Obstacles, Vehicle Sections

Can Be Modulated By

Backtracking Levels, Big Dumb Objects, Conditional Passageways, Environmental Storytelling, Inaccessible Areas, Illusion of Open Space, Landmarks, One-Way Travel, Quick Returns

Possible Closure Effects

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Potentially Conflicting With

Quick Travel

History

New pattern created in this wiki.

References

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Acknowledgements

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