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Obstacle - Tomb Raider
Nicolás Alejandro Munafó
Edited 300 days ago
Open
mechanic
level
game design
glossary
Description
--- Auto-Generated Description --- This diagram models a series of challenges within a Tomb Raider level, tracking various actions and decisions Lara Croft can make when encountering obstacles. It outlines the flow and consequences of choosing different methods to overcome specific barriers such as ledges and walls. The diagram includes nodes for each action - "Jump across," "Drop down," "Use grapple," "Jump up and grab," "Climb up," "Shoot box," and "Jump over box" - which represent the options Lara has at her disposal at various points of the level. Gates labeled "Ledge" and "Wall" determine the success or failure of these actions based on automatic, dice-based outcomes, directing the flow of resources that represent Lara's decisions. The successful navigation of obstacles results in progress through the level, while incorrect actions lead to death, cycling resources back to the start. This dynamic simulation captures the decision-making process within game levels and the need for strategic choice to avoid failure states.
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Nicolás Alejandro Munafó