Inaccessible Areas: Difference between revisions

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== Relations ==
== Relations ==
=== Can Instantiate ===
=== Can Instantiate ===
[[Environmental Effects]]


[[Drop-In/Drop-Out]]
[[Avatars]]
[[Levels]]
[[Freedom of Choice]]
[[Game Worlds]]
[[Vehicles]]
[[Environmental Effects]]
[[Diegetically Tangible Game Items]]
[[Traps]]
[[Obstacles]]
[[Obstacles]]


==== with ... ====
==== with [[Environmental Effects]] and [[Privileged Abilities]] or [[Privileged Movement]] =====
[[Orthogonal Unit Differentiation]], [[Varied Gameplay]]


=== Can Modulate ===
=== Can Modulate ===
[[Freedom of Choice]],
[[Game Worlds]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Private Game Spaces]]
[[Diegetically Tangible Game Items]],
[[Levels]],
[[Private Game Spaces]],
[[Traps]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Diegetically Tangible Game Items]],
[[Traps]]
[[Vehicles]] together with [[Privileged Movement]]


=== Possible Closure Effects ===
=== Possible Closure Effects ===


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
[[Vehicles]]


== History ==
== History ==

Revision as of 20:21, 3 May 2011

Parts of game worlds that players can perceive but cannot enter.

This pattern is a still a stub.

Examples

Using the pattern

The primary design choice regarding Inaccessible Areas is if they should be inaccessible permanently throughout game instances or temporarily.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Environmental Effects


Obstacles

Orthogonal Unit Differentiation, Varied Gameplay

Can Modulate

Freedom of Choice, Game Worlds

Can Be Instantiated By

Diegetically Tangible Game Items, Levels, Private Game Spaces, Traps

Can Be Modulated By

Diegetically Tangible Game Items, Traps

Vehicles together with Privileged Movement

Possible Closure Effects

Potentially Conflicting With

Vehicles

History

An updated version of the pattern Inaccessible Areas that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

References

<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>

Acknowledgements