Difference between revisions of "Spatial Consistency"

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The Spatial Consistency is a feature based on the existence of a definite space uppon which all the game action happens, having the actors perform actions over themselves with one and only one set of rules.  
A Spatially Consistent world is defined as a discrete quantizable space on which the game action happens, supported by a single set of interaction rules for the actors that inhabit it.


This feature is not commonly seen in console RPGs, as there are different rules for different spaces. For example in Final Fantasy, you can't normally attack the population of a town, or jump over that small ridge that doesn't let you continue the history, or walk toward the enemy when you are fighting; aditionally, there's a different scale when you are in the overworld and your actions are restricted there (You can't talk, etc.). You can cast Ultima and destroy this evil dragon but even with your great might you can't destroy this small wooden door that doesn't let you pass.
Interaction in roguelikes commonly happens in a small number of spatially consistent worlds (commonly just one, although sometimes an overworld with a different rule set is added), in contrast with cRPGs games, where there are commonly separate interaction rules for combat and specially crafted minigames, thus restricting the player from critical actions such as attacking or performing special moves out of the "combat screen" (if you want to attack the old man who is blocking your path, or perform a super jump to climb a rift, you can't). There is one common exception to this rule: while some games (e.g. ADOM or Nethack) have shops that operate much like the rest of the game territory, others (e.g. Angband or Crawl) have shops that occupy a no-space, allowing only a limited number special actions within the shop.  


Some roguelikes, like the [[Guardian Angel]] project, have an strict sense of Spatial Consistency.
Worlds in roguelikes are commonly spatially quantized to a grid or cube schema, although hex-grids have been experimentally used.


[[category:features]]
Most roguelikes are strict on the spatial and temporal discrete quantization, and thus this has been defined as one of the main discerning parts of roguelikes compared to standard RPGs.
 
[[category:articles]]

Latest revision as of 13:25, 14 June 2007

A Spatially Consistent world is defined as a discrete quantizable space on which the game action happens, supported by a single set of interaction rules for the actors that inhabit it.

Interaction in roguelikes commonly happens in a small number of spatially consistent worlds (commonly just one, although sometimes an overworld with a different rule set is added), in contrast with cRPGs games, where there are commonly separate interaction rules for combat and specially crafted minigames, thus restricting the player from critical actions such as attacking or performing special moves out of the "combat screen" (if you want to attack the old man who is blocking your path, or perform a super jump to climb a rift, you can't). There is one common exception to this rule: while some games (e.g. ADOM or Nethack) have shops that operate much like the rest of the game territory, others (e.g. Angband or Crawl) have shops that occupy a no-space, allowing only a limited number special actions within the shop.

Worlds in roguelikes are commonly spatially quantized to a grid or cube schema, although hex-grids have been experimentally used.

Most roguelikes are strict on the spatial and temporal discrete quantization, and thus this has been defined as one of the main discerning parts of roguelikes compared to standard RPGs.