Chapter 18. Travel

In this chapter we’ll look at the functions and methods of travel we use in games, including a section on police pursuit methods. This chapter contains the following sections:

The Functions of Travel in Games

Travel functions in games pretty much the way it functions in real life—to get from one place to another—even if the “places” in question are entirely virtual. But what do we mean by “travel”? Not all games involve travel. Puzzle games, such as Tetris, don’t. Single-screen arcade games, such as Space Invaders, didn’t involve travel either, unless you count the many light years the aliens had to travel to get to you. A lot of sports games don’t involve travel, although some, such as racing games, do. But since sometime in the 1980s, the majority of games have involved moving from one place to another. The reasons are pretty obvious, but I thought it might be useful to make a list of them. (Go figure...)

Why do we include travel in games?

  • To provide a chance to explore and to introduce new opportunities, scenery, characters, and so on.

  • To create zones of varying difficulty.

  • To provide variety in the game.

  • To provide additional challenges.

  • To give the player a chance to accomplish tasks involving different locations and people in different places.

  • When you’re traveling, there’s more potential for surprises...for the unexpected to happen.

  • To increase the impression of the size of the game world.

  • Sometimes the game is all about travel.

  • Because travel is adventure, and adventure is fun.

  • Because adventure is discovery, and discovery is fun.

Methods of Travel

Okay, we have travel in games. How do we travel?

  • A screen at a time—an exit in one screen leads to another full screen

  • Walking/running

  • Riding/flying

    • Horses

    • Elephants

    • Ostriches

    • Donkeys

    • Mules

    • Ponies

    • Eagles

    • Dragons

    • Magic carpets

    • Carts and wagons

    • Cars

    • Trucks

    • Motorcycles

    • Tanks and ATVs

    • Rickshaws

    • Palanquins

    • Skateboards

    • Scooters

    • Skis

    • Snowboards

    • Windsurfers

    • Paddleboards

    • Boats (sail or motor)

    • Hang gliders

    • Gliders

    • Ultra-light planes

    • Airplanes (as a pilot or passenger—all kinds)

  • Being carried

  • Teleporting

  • Via links (like teleportation, but not called that—simply click on something, such as a door or an icon, and you move to another location)

  • Zoning—when you move to a zone barrier, and the program loads a new map (especially common in MMOs)

  • Astral—your mind/spirit moves, but your body stays where it is

  • Possession—you take over the body of another being and travel in it

  • As a prisoner of some enemy

  • In time—you go forward or backward in time

  • Accidentally—you stumble into something that takes you for a ride, or you fall down a mountain or into a river, and so on

Travel Dos and Don’ts

Do:

  • Provide a reward for travel—make it worth the player’s while.

  • Provide players with options to explore.

  • Unless you’re making a very restrictive type of game (such as a “rail game”), allow for freedom of movement.

  • Allow options for quickly moving to places that have already been explored.

Don’t:

  • Require excessive travel for no reason or reward.

  • Make people travel slowly over long distances just to make the game seem longer.

  • Make players retrace their steps for trivial events or tasks.

Types of Vehicles

There are certainly crazy numbers of vehicle types, ranging from various mechanical devices, to animal mounts, to a character’s innate abilities (the character is the vehicle). This includes cars, trucks, boats, planes, spaceships, horses, camels and a host of other real and mythical creatures, feet, wings/flying, and so on. Within some of these categories there is even further variety. For instance, think of all the kinds of planes, trains, ships, and automobiles you can. The category is pretty much wide open. Here are a few to whet your appetite. How many more can you think of?

  • Palanquins

  • Rickshaws

  • Bicycles (tricycles, unicycles, etc.)

  • Motorcycles

  • Sedans

  • Station wagons

  • SUVs

  • Sports cars

  • Hybrid cars

  • Electrical cars

  • Hover cars and hovercrafts

  • Vans

  • Hotrods

  • Racecars

  • Armored cars

  • Limousines

  • Pickup trucks

  • Small trucks

  • Large trucks

  • Semis

  • Tanks and ATVs

  • Trains (various kinds)

  • Rafts

  • Paddleboards

  • Canoes

  • Swamp buggies

  • Ocean liners

  • Swift boats

  • Battleships

  • Carriers

  • Schooners

  • Frigates

  • Outriggers

  • Windsurfers

  • Submarines

  • Speedboats

  • Small sailboats

  • Racing boats

  • Skis

  • Snowboards

  • Small planes

  • Jet fighters

  • Refueling planes

  • Cargo planes

  • Passenger planes (various sizes)

  • Stunt planes

  • Vintage planes (WWI, WWII, etc.)

  • Gliders

  • Parasails

  • Hang gliders

  • Ultra-lights

  • Spaceships (all kinds)

  • Teleportation units

  • Horses

  • Donkeys/mules

  • Ostriches

  • Elephants

  • Camels

  • Dogs (sleds)

  • Dragons

  • Tigers and lions (mostly mythical)

  • Whales

  • Astral projection

Driving and NPCs

What happens when there are vehicles on the roads? What do NPCs do under different circumstances? Although it’s not a big part of the game, to add to realism, consider how your non-player characters might respond when dealing with traffic and other common elements of street travel. It’s a small bit of extra coding, but it could have a big effect on the player’s sense of being in a “real” place.

  • Civilians aimlessly drive around the city heading to an ever-changing destination (generating traffic).

  • They avoid breaking the rules of the road; however, they will avoid debris or people in the road, and so on.

  • They will happily sit in traffic.

  • They would not consider driving on the pavement even if the entire road was blocked. (They would turn around and find an alternate route.)

  • Civilians often fill all lanes with traffic, forcing you to slow and wait for an opportunity to pass and overtake them (or forcing you to go around them by heading into oncoming traffic).

  • They tend to pile up at red lights.

  • They also tend to pile up in certain zoned areas (such as the city center or at toll booths).

  • Civilians, especially taxi drivers, can become extremely hostile when irritated by other drivers or you! (Expect to hear foul language, or expect them to speed right up beside you, waving their fists/flashing their high beams/giving you the finger/shouting/honking their horns to share with you what they think of your driving style.)

  • Civilians tend to follow the speed limits or maybe go just slightly over.

  • Taxis know the clever shortcuts.

  • Civilians swerve at the sight and sound of gunfire. (This makes them unpredictable—they might just slam on the brakes, or they might pull over.)

  • Civilians will avoid officers. On hearing gunfire or sirens, they pull to the side of the road. Sometimes they will just stop when they think the officers are trying to stop them.

  • Pedestrians standing in the road cannot be run over. They will always dive and scoot out of the way. (This is to avoid leaving their bodies in the streets.)

  • Pedestrians hearing gunfire will duck and hide behind objects between them and the source of the gunfire. (Expect to see pedestrians peering over the edge of parked cars or from behind telegraph poles as you whiz by, guns blazing.)

Rules/Methods of Police Pursuit

This section looks at different descriptions of what a patrol car would do when involved in a routine traffic stop or a car chase. I’ve included a few different approaches, including some directly from the files of different police departments.

  • Patrol

    • They are looking for trouble and listening to police radio.

    • Sometimes they will use the external flashlight connected beside the driver’s wing mirror to help scan for problems. (It’s controlled by a small handle inside the car.)

  • Routine stops and chases

    1. If they know the description of the car you’re driving, or you are dragging a fender, or they spot something “wrong” like that, then you catch their attention.

    2. They pull out and follow you for a short while.

    3. They determine whether you need to be stopped...a short delay.

    4. They turn on their flashing head lamps—left bulb, then right bulb, repeating.

    5. Then they turn on the top steady lamp—not flashing, just a constant blue and red light (orange if seen from the rear).

    6. Then they flick their siren on, then instantly off again. This generates a loud/low garbled, burping horn sound.

    7. If you do not pull over:

      1. They start to chase you.

      2. Then they turn on the flashing lights (bright red/white/blue flashing lights). Then they turn on the wailing police siren.

      3. Then they radio other cars regarding your constantly updated location.

      4. Then they try to get up close to get your plates and see who is in the car.

      5. Then they use the megaphone to demand that you pull over (or they pull up beside you and urgently point to the curb).

      6. If you still ignore them or speed up, generally they will just keep up, hoping to tap the rear end of your car when you take a corner.

      7. If you fire shots at them, then they will drop back, returning fire, and their aggression level will spike.

      8. If you stop, they will try to park their car across your nose or tail to box you in (a police-car sandwich).

      9. If they cannot stop you:

        1. They will set up blockades on upcoming streets.

        2. They will attempt to use spike strips thrown by officers at the side of the road.

        3. They will try to get you to turn onto a dead-end street.

        4. If you continue not to comply, they will call in a helicopter to track your progress and coordinate better blockages.

Typical Police Pursuit Rules (Based on City of Detroit)

  • Activate the oscillating roof light and flashers.

    • Direct by visual or audible signal for car to stop.

    • Activate the headlights and siren.

    • Officers shall not initiate a pursuit unless all emergency equipment is functional (Detroit, 1993, III-15-15.2).

  • Determination

    • Nature of the violation

    • Time of day

    • Weather conditions

    • Geographic location

    • Population density

    • Familiarity with the area

    • Police vehicle capability

    • Speed required to maintain the pursuit

    • Proximity to school areas during school hours

  • Pursuit

    • Once the decision to commit to the pursuit is made, the zone dispatcher needs to be notified and given the following:

      • Reason for the pursuit

      • Location and direction

      • Description of the vehicle, including license number, if known

      • Description of the occupants (Detroit, 1993, III-15-15.3)

    • Upon completing that task, the zone dispatcher will then:

      • Determine the primary and secondary units.

      • Assign a patrol supervisor to monitor the pursuit.

      • Advise members to buckle seatbelts.

      • Advise to activate emergency equipment.

      • Alert aviation.

      • Check the license plate of the suspect vehicle.

      • Alert neighboring communities if necessary.

      • Coordinate the pursuit (Detroit, 1993, III-15-15.3).

    • The monitoring supervisor shall consider the following:

      • Location.

      • Traffic density.

      • Weather and road conditions.

      • Driver’s training and experience.

      • Length and speed of the pursuit.

      • The possibility of capture at a later date.

      • Make a determination to continue or discontinue the pursuit (Detroit, 1993, III-15-15.6).

Methods of Police Pursuit

The methods of pursuing fleeing vehicles are always evolving, and modern technology is offering new methods that, in some cases, can eliminate the old-fashioned car chase. From a game design standpoint, this may not always be desirable, but consider how your fictional forces can use some of these innovations—in police work or elsewhere in your game. (Note that these are real developments and innovations, not made up.)

  • Spikes. Spikes are often used to stop vehicles by deflating tires, and many innovations have been applied to this simple technology, such as remotely controlled spikes that can be deployed or withdrawn as needed, spikes that stay in the tires of the car that runs over them, and even exploding spikes that can prevent fugitives from continuing to drive on the wheel rims. Spike systems currently in use allow the slow leakage of air from the tires, ultimately forcing the vehicle to a controlled stop.

  • Auto Arrestor System. This deploys a short electromagnetic burst that disables the electronic components of the pursued vehicle. It works with modern vehicles and causes damage to electronic ignition parts.

  • The Road Patriot. This is a guided rocket-powered missile that can be mounted on a scout car and launched from a distance of seven car lengths. It pursues the vehicle at 20 MPH faster than the vehicle is moving and emits a crippling electromagnetic pulse when within range, forcing the vehicle to a stop.

  • The Road Sentry. This is similar to the Road Patriot, but it is built into the concrete of the roadway in key areas and is able to be activated when a pursued car passes over it.

  • Fleeing Vehicle Tagging System. This fires a polymer projectile that attaches to the pursued vehicle and allows that vehicle to be tracked by radio signals.

  • Speedbump. This is a net technology that consists of a vinyl net capable of stopping a speeding car. It is useful at checkpoints and roadblocks.

  • Netting. Netting can also be used to stop escaping small craft on water. The nets can be dropped ahead of escaping craft by helicopters, preventing them from taking evasive maneuvers.

  • Air Nets and Harpoons. Nonlethal methods for use against aircraft have been difficult to deploy, as most attacks that affect the airworthiness of a plane or the pilot’s ability to control it are likely to be lethal. Still various air nets have been tested, as well as air-to-air harpoons with parachutes or other devices that could adversely affect the enemy plane.

  • Silver Shroud. One way to disable a vehicle is to cover it entirely, obscuring vision and/or mobility. This has been developed in a system called Silver Shroud, which can fire a very thin polymer film coated with aluminum P4. This film is 0.0005 inches thick and can cover an area of 1,960 square feet. When used against tanks, the film also entangles the turret if the crew attempts to move it.

  • Superacids. Destroy tires chemically using superacids millions to billions of times more potent than fluoric acid—injected in tires by use of caltrops or other means.

  • Caltrops. For simple tire deflation, a caltrop with a hollow tube to defeat self-sealing tires is sufficient.

  • Catalytic Depolymerization. Another way to attack tires is catalytic depolymerization, which causes the tire to degrade very quickly and requires very little of the applied substance.

  • Motor Mayhem. Engines can be attacked directly by a number of chemical means, such as by using agents to clog air filters—spray devices that deploy thin, long-chain polymer films. Bypass methods are ineffective in that the polymers will destroy the engine if allowed to bypass the filter.

  • It’s a Grind. Another method of attacking the engine is to use small abrasive material, such as extremely strong ceramic or Carborundum particles, causing highly increased friction and wear and destroying engines over a few days’ time.

  • Metal Fireballs. You can use metal fireballs to ignite metals. For instance, cerium oxide produces very fine ceramic dust, small enough to penetrate air filters and enter the engine.

  • Engine Combustion. Affecting engine combustion is also possible—either by damping it so the engine dies or by supercharging it. Acetylene gas can cause an engine to race so hard that it blows the pistons out and destroys it.

  • Pyrophoric Particles. Another way to destroy an engine is to introduce pyrophoric particles, such as cesium, which burn intensely and generate enough heat to destroy the engine.

  • Viscosification Agents. Also, viscosification agents can thicken fuels and cause them to clog the fuel passages and cripple the engine.

  • Traction. Modern technology has created some “superlubricant” substances, such as Teflon and potassium soaps, which can be used to severely inhibit movement through an area. Modern use might include crushable packets (known as slick ’ems) distributed over an area, which would release a superlubricant when run over by enemy vehicles, making movement very difficult. The opposite, of course, are stick ’ems, which can make an area sticky and hard to pass. New technology is being worked on to allow some materials to change composition based on certain conditions, such as temperature, pressure, or electromagnetic signals. These “smart” materials could resolve cleanup problems with some of the chemical weapons in development and could lead to other clever uses.

  • Optics. Some materials can almost instantly cause the crazing of optical surfaces, rendering them unusable or at least severely impaired. Many methods have been considered for “blinding” tanks, which have limited capabilities for viewing the outside, but they might work against fleeing automobiles, as well—for instance, paint bullets, chemical etching agents, and adhesive foams.

More Ideas for Police Interactions

The following ideas are based specifically on game design concepts, not necessarily on real-life police work. However, they can be useful ways to control the action in a game and may or may not apply to the real world.

  • Officers avoid harming civilians if at all possible. Put civilians in front of them, and they’ll be forced to not shoot and to work around the civilians.

  • Officers fear for their lives. They can get aggressive but will always hold back slightly.

  • Officers avoid gunfire like the plague. Watch them swerve and hang back when you shoot at their cars.

  • Police enjoy spinning out an assailant’s car by hitting the car’s rear left or right side as they take a corner (the pit maneuver).

  • Over the course of the chase, officers will gradually surround your car and slow to a halt when they have you trapped.

  • Police carry pistols and shotguns. They only use these weapons when they get clear shots with no civilians in harm’s way.

  • Given a clear shot at a tire, an officer in the passenger seat will hang out the window to take the shot.

  • The police driver does not shoot while driving.

  • The police shooter will not shoot to kill unless you’re considered a deadly threat.

  • Officers will use a loudspeaker to try to get you to comply before using deadly force.

  • Police are always communicating. If one spots you, they will all know your position. You have a limited time after an officer spots you to take him out or destroy his car before he calls out your location over the radio.

  • Police will attempt to set up an impromptu roadblock. These roadblocks consist of two or three police vehicles askew in a line.

  • Major roadblocks involve three or more police vehicles, wooden barricades, or spike traps. SWAT teams and agents will participate in roadblocks as well.

  • When you run a roadblock, the police at the roadblock will give chase. The only exception is if they are trying to trap you in a confined area.

  • Police helicopters are armed and store weapons. As long as one chases you, the police will coordinate good roadblocks in your path.

  • Police also have 4-wheel-drive SUV police trucks, so they can still give a good chase if you are in a 4×4.

  • If an officer driver is killed, the car will either go out of control or roll to a stop.

Secret Routes

One of the more enjoyable ways to travel is by means of secret routes, assuming the game designers have supplied any. Secret routes are often shortcuts that allow players to get from one place to another far more quickly and safely (sometimes) than the ordinary routes. In order for them to be “secret” routes, they have to be somewhat hidden or obscure. Some examples are:

  • Secret doors and/or false walls leading to hidden passageways or tunnels or to secret areas.

  • Hidden mountain passes.

  • Underground passages.

  • Teleportation locations.

  • Flight, if it’s something unusual for the character.

  • Passages that can only be entered by some special means, such as a small passage that can only be passed by small characters—or by larger characters who have found a way to become smaller.

  • Secret ways that are guarded by a gatekeeper. You must appease or defeat the gatekeeper in order to use them.

  • Puzzle routes that require you to perform some sequence of actions or otherwise that are only revealed or made accessible by solving a puzzle.

  • Obscure magical routes, such as entering a picture in a book and finding yourself in a new place.

  • Hitching a ride on some passing creature or other means of conveyance.

Ways to Display Maps

Maps are extremely useful in many games to help players figure out where they are and where they’re going. How do you display the map? The following list contains many of the most commonly used methods. Can you think of some novel ways to incorporate maps into your game?

  • Transparent over screen.

  • Solid image—modal.

  • Radar readout.

  • Mini-map.

  • Scrollable.

  • Zoomable.

  • Resizable.

  • Annotatable.

  • Fog of war.

  • The map is the playfield.

What to Display on a Map

What you choose to display on a map will depend largely on what kind of game you are creating and what information is significant to the player in that game. For instance, in some games it’s desirable to display the locations of nearby enemies. In other games, that would defeat the surprise and be completely inappropriate. In MMOs, it’s often useful to be able to locate friends and teammates. However, in single-player games, this isn’t so much an issue. Also, the question of fog of war arises. With fog of war implemented, then you display only what the player has explored, regardless of what kind of data you have decided to include on maps.

Some things you might display on a map include:

  • Topographical features (mountains, rivers, lakes, lava, quicksand, and so on)

  • Cities and towns

  • Caves, dungeons, and so on

  • Enemies

  • Friends and allies

  • Troops and units (yours and/or your opponent’s/enemy’s)

  • Team members/guild members

  • Key locations

  • Quest goals and milestones

  • Paths, walls, barriers, and so on

  • Items (sometimes)

  • Traps (maybe)

  • Icons

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