Difference between revisions of "Strongholds"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Choke Points]] | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Area Control]], | ||
+ | [[Camping]], | ||
+ | [[Sniper Locations]]. | ||
+ | [[Strategic Locations]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Game Worlds]], | ||
+ | [[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 === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== 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.
Contents
Examples
Using the pattern
Can Be Instantiated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Area Control, Camping, Sniper Locations. Strategic Locations
Can Modulate
Relations
Can Instantiate
Area Control, Camping, Sniper Locations. Strategic Locations
Can Modulate
Can Be Instantiated By
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
- ↑ Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
- ↑ Stronghold pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead