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.  
Spatial Consistency is a concept of a game world, that defines a single 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 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.
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't talk, etc.). You can cast Ultima and destroy an evil dragon but even with your great might you can't destroy this small wooden door that doesn't let you pass.
 
Some roguelikes, like the [[Guardian Angel]] project, have an strict sense of Spatial Consistency.


[[category:features]]
[[category:features]]

Revision as of 16:05, 20 December 2005

Spatial Consistency is a concept of a game world, that defines a single 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't talk, etc.). You can cast Ultima and destroy an evil dragon but even with your great might you can't destroy this small wooden door that doesn't let you pass.