Difference between revisions of "Strongholds"

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== Using the pattern ==
 
== Using the pattern ==
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 +
=== Can Be Instantiated By ===
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[[Choke Points]]
 +
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Area Control]],
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[[Camping]],
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[[Sniper Locations]].
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[[Strategic Locations]]
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=== Can Modulate ===
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[[Game Worlds]],
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[[Levels]]
  
 
== Relations ==
 
== Relations ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Choke Points]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==

Revision as of 11:14, 15 July 2011

Game locations that are good positions when defending against enemies.

This pattern is a still a stub.

Examples

Using the pattern

Can Be Instantiated By

Choke Points


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Area Control, Camping, Sniper Locations. Strategic Locations

Can Modulate

Game Worlds, Levels

Relations

Can Instantiate

Area Control, Camping, Sniper Locations. Strategic Locations

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

Choke Points

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki. However, it was first introduced using another template by Hullett and Whitehead[1], and a more detailed description in this template is available[2].

References

  1. Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
  2. Stronghold pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead