Transport Routes

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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

The basic purpose of Transport Routes is to require Movement between two points in Game Worlds or Levels.


As a pattern relating to connecting locations together, it has relations to many such patterns relating to connections. Conditional Passageways can be used to only make the Transport Routes accessible at some point during gameplay while One-Way Travel limits access to one direction (and Quick Returns makes travelling in on

Can Be Instantiated By

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

Can Be Modulated By

Backtracking Levels,

Inaccessible Areas, Illusion of Open Space,

Potentially Conflicting With

Quick Travel

= Diegetic Aspects

Unlike Warp Zones, Transport Routes maintain Diegetic Consistency since the pattern make Movement possible between places in Game Worlds or Levels that should or could be diegetically possible.

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, Diegetic Consistency, Game World Navigation, Lull Periods, Traverse

Can Modulate

Game Worlds, Levels, Movement

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, Warp Zones

History

New pattern created in this wiki.

References

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Acknowledgements

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