Warp Zones

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Links between physically separated locations in game world to make them spatial neighbors.

Game worlds sometimes want to represent spaces built on other premises than those of the mediums they are presented through. This can for example be to create spherical worlds represented on two-dimensional maps, or magical or futuristic portals that directly connect two parts of a game world that are located far away from each other.

For additional information (and examples), see the Wikipedia entry[1].

Examples

Europa Universalis series, Civilization series

Pac-Man

Portal

portal to the Nether in Minecraft

activates discretely or is continuously active.

Using the pattern

Quick Returns

Intallations

Geospatial Game Widgets

While Warp Zones are optional for most Game Worlds, those consisting of Levels more often have them since Movement between them is typically done through Quick Travel. Making use of Warp Zones instead of activating Quick Travel and Ultra-Powerful Events is typically done so one can handle issues such as collecting Loot or doing Character Development. It should be noted that if movement through Levels are purely a One-Way Travel throughout a game instance is not probably not relevant for players to notice the presence of Warp Zones as game elements in their own right.

Diegetic Aspects

Diegetic Consistency

Diegetic Outstanding Features


Interface Aspects

Narrative Aspects

Consequences

Warp Zones is one way of creating Quick Travel and thereby modulating both Movement and the Game Worlds that contain them.

Relations

Can Instantiate

Quick Travel

with ...

Can Modulate

Game Worlds, Levels, Movement

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Wikipedia entry for Warp Zones.

Acknowledgements

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