Warp Zones: Difference between revisions
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Game worlds sometimes want to represent spaces built on other premises than those of the mediums they are presented through. | Game worlds sometimes want to represent spaces built on other premises than those of the mediums they are presented through. | ||
For additional information (and examples), see the Wikipedia entry<ref name="wiki"/>. | |||
=== Examples === | === Examples === | ||
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== References == | == References == | ||
<references> | |||
<ref name="wiki"/>Wikipedia [http://en.wikipedia.org/wiki/Warp_zone entry] for Warp Zones.</ref> | |||
</references> | |||
== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 11:44, 3 April 2011
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.
For additional information (and examples), see the Wikipedia entry<ref name="wiki"/>.
Examples
Europa Universalis series, Civilization series
portal to the Nether in Minecraft
activates discretely or is continuously active.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Warp Zones is one way of creating Quick Travel and thereby modulating Game Worlds.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
<references> <ref name="wiki"/>Wikipedia entry for Warp Zones.</ref> </references>
Acknowledgements
-