Difference between revisions of "Spatial Consistency"
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A Spatially Consistent world, is defined as an unique space on which all the game action happens, leading to the existence of a single set of interaction rules for the actors that inhabit it. | |||
This concept has been explored mostly in roguelike games, which have an high degree of consistency compared to console RPGs. In most cRGPS, for example, you can't normally attack the population of a town, jump over a small ridge that doesn't let you continue the plot or walk toward the enemy when you are fighting; aditionally, there is a different scale when you are in the overworld and your actions are restricted there | This concept has been explored mostly in roguelike games, which have an high degree of consistency compared to console RPGs. In most cRGPS, for example, you can't normally attack the population of a town, jump over a small ridge that doesn't let you continue the plot or walk toward the enemy when you are fighting; aditionally, there is a different scale when you are in the overworld and your actions are restricted there. | ||
You can cast Ultima and destroy an evil dragon but even with your great might you can't destroy a small wooden door that won't let you pass. | |||
[[category:features]] | [[category:features]] |
Revision as of 13:47, 22 May 2006
A Spatially Consistent world, is defined as an unique space on which all the game action happens, leading to the existence of a single set of interaction rules for the actors that inhabit it.
This concept has been explored mostly in roguelike games, which have an high degree of consistency compared to console RPGs. In most cRGPS, for example, you can't normally attack the population of a town, jump over a small ridge that doesn't let you continue the plot or walk toward the enemy when you are fighting; aditionally, there is a different scale when you are in the overworld and your actions are restricted there.
You can cast Ultima and destroy an evil dragon but even with your great might you can't destroy a small wooden door that won't let you pass.