DoorKeyLevelPattern
= Door Key Level Pattern = Problem: We want to give the player the illusion of freedom and nonlinearity, . . .
4K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
FedExMissionPattern
= Fed Ex Mission Pattern = Possibly the lowest common denominator of game mission design, the Fed Ex . . . Crossing ---- I feel that this is actually the DoorKeyLevelPattern. You get a key (the package) to . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
LevelDesignPatterns
= Level Design Patterns = These patterns could apply to levels, missions, scenarios, encounters, stages; . . . LinearLevelPattern OptimalPathsLevelPattern DoorKeyLevelPattern BossPattern . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
MeaningfulChoices
With no viable choices, the player will be quickly frustrated. With only one choice, the player will . . . of winning. == Discussion == (Discussion from DoorKeyLevelPattern; The first voice begins by asking: . . . there - actual nonlinearity. But that's not the DoorKeyLevelPattern any more, is it? ---- I don't have . . .
5K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
4 pages found.