Difference between revisions of "Spatial Consistency"
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A Spatially Consistent world | 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 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. | ||
An example of this would be an scenario where you can cast a powerful spell and destroy an evil dragon but even with your great might you can not destroy a small wooden door that won't let you pass. | |||
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:features]] | [[category:features]] |
Revision as of 15:59, 4 August 2006
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 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.
An example of this would be an scenario where you can cast a powerful spell and destroy an evil dragon but even with your great might you can not destroy a small wooden door that won't let you pass.
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.