Game elements that allows for faster movement, or different types of movement, than that normally available.
Game worlds can be difficult to move through, either because the terrain is hazardous, one cannot traverse it because one does not have the right abilities, or simply because they are very large.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
Like many game elements, Vehicles can be Destructables. For these it can however be appropriate to allow the destruction occur due to reckless driving, and in any case link the destruction of the Vehicles to loss of Lives if these are used in the games.
This pattern describes all game elements that can provide transportation for Avatars and Units, so diegetically the Vehicles do not have to be device but can be living creatures such as horses, elephants, and magical birds.
In Real-Time Games it may not be easy to map the normal interface players use for Maneuvering to that use for the available Vehicles, e.g. the movement of a human translates bad to that of a helicopter. To solve this games may need to provide different control sets for each types of vehicles depending on their form of locomotion, and Option Interfaces for each of them so players can customize them.
When they provide ways of travelling through otherwise impossible mediums, e.g. air or water, they give players a form of Privileged Movement that can open up Inaccessible Areas - but if Vehicles allowing this are to easy to access the areas stop being treated as Inaccessible Areas and only ones cumbersome to enter.
with Privileged Movement
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.