One-Way Travel: Difference between revisions

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Travelling back to areas previous visited to not have to be incompatible with [[One-Way Travel]]. The pattern concerns gameplay, so if players can return to a part of the [[Game Worlds|Game World]] but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold [[Thematic Consistency]] but these can be motivated even after a brief period of gameplay through use of [[Cut Scenes]].
Travelling back to areas previous visited to not have to be incompatible with [[One-Way Travel]]. The pattern concerns gameplay, so if players can return to a part of the [[Game Worlds|Game World]] but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold [[Thematic Consistency]] but these can be motivated even after a brief period of gameplay through use of [[Cut Scenes]].


[[Movement]]
[[Game Worlds]]
[[Cut Scenes]]


== Consequences ==
== Consequences ==
[[Warp Zones]]
[[Levels]]
[[Irreversible Events]]
[[Predetermined Story Structures]]
[[Ultra-Powerful Events]]
[[Quick Travel]]


== Relations ==
== Relations ==
=== Can Instantiate ===
=== Can Instantiate ===
 
[[Irreversible Events]],
==== with ... ====
[[Predetermined Story Structures]],
[[Ultra-Powerful Events]]


=== Can Modulate ===
=== Can Modulate ===
[[Game Worlds]],
[[Levels]],
[[Movement]],
[[Quick Travel]],
[[Warp Zones]]


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
-


=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Cutscenes]]


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


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
[[Reversibility]]


== History ==
== History ==

Revision as of 15:18, 4 June 2011

Movement from one part of a game world to another which cannot be reserved.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Travelling back to areas previous visited to not have to be incompatible with One-Way Travel. The pattern concerns gameplay, so if players can return to a part of the Game World but the gameplay has changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to uphold Thematic Consistency but these can be motivated even after a brief period of gameplay through use of Cut Scenes.


Consequences

Relations

Can Instantiate

Irreversible Events, Predetermined Story Structures, Ultra-Powerful Events

Can Modulate

Game Worlds, Levels, Movement, Quick Travel, Warp Zones

Can Be Instantiated By

-

Can Be Modulated By

Cutscenes

Possible Closure Effects

-

Potentially Conflicting With

Reversibility

History

New pattern created in this wiki.

References

-

Acknowledgements

-