Difference between revisions of "Choke Points"

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== Relations ==
 
== Relations ==
 
+
=== Can Instantiate ===
[[Game Worlds]]
+
[[Area Control]]
[[Levels]]
+
[[Strategic Locations]],
 
+
[[Strategic Planning]]
+
[[Strategic Knowledge]]
+
 
[[Strongholds]]
 
[[Strongholds]]
[[Area Control]]
 
 
=== Can Instantiate ===
 
[[Strategic Locations]]
 
  
 
==== with [[Enemies]] ====
 
==== with [[Enemies]] ====
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[[Combat]],  
 
[[Combat]],  
 
[[Enemies]],  
 
[[Enemies]],  
 +
[[Game Worlds]],
 
[[Guard]],  
 
[[Guard]],  
 +
[[Levels]],
 
[[Stealth]]
 
[[Stealth]]
  

Revision as of 10:53, 16 July 2011

Areas in game worlds which can be used to block access to other areas.

This pattern is a still a stub.

Examples

Choke Points are used in maps for many multiplayer First-Person Shooters as they concentrate gameplay activity.

For Team Fortress 2, examples include the tunnel in the Gold Rush map and the blue team's initial exit points in the Dustbowl map.


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Area Control Strategic Locations, Strongholds

with Enemies

Eliminate, Inaccessible Areas

Can Modulate

Combat, Enemies, Game Worlds, Guard, Levels, Stealth

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

  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. Choke Point pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead