- Memorable game maps spring from a melding of design intent and fortunate accidents. – Jennell Jaquays, from design notes on the Crevice map from Halo Wars.
Jaquaysing is an approach to designing dungeons to encourage non-linearity and variety in the player experience. It can also be used when designing non-dungeon location maps or scenario structures. In jaquaysing dungeons, certain elements are deliberately present, but the choices of the players mean that they may encountered in many different orders or in different ways. The result is a high degree of emergent complexity and customization from a finite set of modular and connected elements.
Jaquaysing dungeons are more reflective of real world complexity than linear ones.
Terminology[]
Jaquaysing and jaquaysian are the preferred terminology. The approach was named Jaquaying (sic) and codified by Justin Alexander, named for Jennell Jaquays' approach to dungeon designs in multiple old school adventures.[1] Jaquays objected to the misspelling of her name in the term, and Justin Alexander coined the term xandering instead.[2] The term xandering does not have any particular priority. Jaquaysing reflects the correct spellings of Jaquays name.
Jaquaysing is the correct term according Jacquays's wife, Rebecca Heineman.[3]
Techniques[]
The following techniques can be used when jaquaysing a dungeon:
- Multiple entrances[4]
- Loops[4]
- Multiple level connections[4]
- Discontinuous level connections[4]
- Secret or unusual paths[4]
- Sub-levels (i.e. levels not part of the standard sequence)[4]
- Divided levels[4]
- Nested dungeons[4]
- Minor elevation shifts[4]
- Mid-point entry[4]
- Non-Euclidean geometry[4]
- Extra-dimensional spaces[4]
- A variety of types of connection between dungeon levels, e.g.
- Combining different level connections together[6]
- One connector accessing multiple levels[6]
- Invisible transitions[6]
- False connectors (appearing to move level without doing so)[6]
- Misleading connectors[6]
- One-way paths[6]
- Keys and locks (aka remote activation of some paths)[6]
- Landmarks to help players orient themselves[7]
Not every technique should be used in every jayquasy'd dungeon. Even a single technique used repeatedly in a variety of ways can give the same effect (and may provide a more unified theme for a dungeon).[8]
Jayquasy techniques can work on dungeons of any scale, even as small as two rooms.[9]
References[]
- ↑ Justin Alexander (2010-07-23). "Xandering the Dungeon". The Alexandrian. Retrieved 2023-11-02.
- ↑ Justin Alexander (2023-11-01). "A Historical Note on Xandering". The Alexandrian. Retrieved 2023-11-02.
- ↑ [1]
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Justin Alexander (2010-07-26). "Xandering the Dungeon – Part 2: Xandering Techniques". The Alexandrian. Retrieved 2023-11-02.
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 Justin Alexander (2010-08-18). "Xandering the Dungeon – Addendum: Dungeon Level Connections". The Alexandrian. Retrieved 2023-11-02.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Justin Alexander (2010-08-27). "Xandering the Dungeon – Addendum, Part 2: Tips & Tricks". The Alexandrian. Retrieved 2023-11-02.
- ↑ Justin Alexander (2010-07-28). "Xandering the Dungeon – Part 3: The Philosophy of Xandering". The Alexandrian. Retrieved 2020-02-01.
- ↑ Justin Alexander (2010-08-02). "Xandering the Dungeon – Part 5: Xandering for Fun and Profit". The Alexandrian. Retrieved 2023-11-02.
- ↑ Justin Alexander (2013-09-09). "Xandering the Dungeon – Addendum: Xandering on the Small Scale". The Alexandrian. Retrieved 2023-11-02.