Difference between revisions of "Laning"

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[[Category:Level Design Patterns]]
 
[[Category:Dynamic Patterns]]
 
[[Category:Dynamic Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
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''Routes that focus and guide movement in a game.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Movement in games often provide players with choices of where to move. [[Laning]] occurs when players and other agents in a game need to, or are strongly encourage to, move in a pre-set limited number of routes than make gameplay more predictable.
  
 
=== Examples ===
 
=== Examples ===
 
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[[Laning]] as a concept was developed in [[:Category: Multiplayer Online Battle Arena Games|MOBA Games]] such as [[Defense of the Ancients]] and [[League of Legends]].
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
[[Startgame]] phases in [[League of Legends]], also [[Defense of the Ancients]]
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[[Laning]] is a way of restricting [[Movement]] in games, especially in the designs of [[Levels]], which primarily tends to affect a game's [[Startgame]]. The typical use of [[Laning]] assumes movement from both direction from opposed forces which, with [[:Category:Multiplayer Online Battle Arena Games|MOBA Games]] as the originating example, which modifies how [[Enemies]] need to be considered and may motivate the use of [[Scouting]]. Designing for [[Laning]] in a game consists of making several routes to one area, in practice by either making several routes that are [[Transport Routes]] between the same areas or making several routes that are [[Flanking Routes]] to each other. The design of [[Laning]] is heavily influenced by the presence of [[Bases]] at the beginning and end of lanes as well as if the lanes are the only ways to move between them (i.e. the design can be influenced by [[Inaccessible Areas]]).
  
=== Diegetic Aspects ===
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While [[Laning]] can be considered without use of [[Units]], the pattern is very often used to not only provide various routes for the [[Avatars]] controlled by players but also for [[Units]] (under the players' control or not). Likewise, the lanes may the only or normal routes to use for some game elements (typically [[Units]]) while others (typically [[Avatars]]) may take other routes although these may be slower or contain challenges.
 
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
 
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The existence of [[Laning]] typically creates [[Choke Points]], either in the lanes themselves or where they end. How players act upon the designs of [[Laning]] typically constitutes the [[Startgame]] phase of a game instance. How to handle the choices presented in games with [[Laning]] motivate both [[Tactical Planning|Tactical]] and [[Strategic Planning]].
=== Can Instantiate ===
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[[Startgame]]
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=== Can Be Modulated By ===
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[[Bases]]
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== Relations ==
 
== Relations ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Startgame]]
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[[Choke Points]],
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[[Scouting]],
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[[Startgame]],
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[[Strategic Planning]],
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[[Tactical Planning]]  
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Levels]],
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[[Movement]],
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[[Units]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Flanking Routes]],
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[[Transport Routes]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Bases]]
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[[Bases]],
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[[Inaccessible Areas]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Latest revision as of 12:56, 1 September 2016

Routes that focus and guide movement in a game.

Movement in games often provide players with choices of where to move. Laning occurs when players and other agents in a game need to, or are strongly encourage to, move in a pre-set limited number of routes than make gameplay more predictable.

Examples

Laning as a concept was developed in MOBA Games such as Defense of the Ancients and League of Legends.

Using the pattern

Laning is a way of restricting Movement in games, especially in the designs of Levels, which primarily tends to affect a game's Startgame. The typical use of Laning assumes movement from both direction from opposed forces which, with MOBA Games as the originating example, which modifies how Enemies need to be considered and may motivate the use of Scouting. Designing for Laning in a game consists of making several routes to one area, in practice by either making several routes that are Transport Routes between the same areas or making several routes that are Flanking Routes to each other. The design of Laning is heavily influenced by the presence of Bases at the beginning and end of lanes as well as if the lanes are the only ways to move between them (i.e. the design can be influenced by Inaccessible Areas).

While Laning can be considered without use of Units, the pattern is very often used to not only provide various routes for the Avatars controlled by players but also for Units (under the players' control or not). Likewise, the lanes may the only or normal routes to use for some game elements (typically Units) while others (typically Avatars) may take other routes although these may be slower or contain challenges.

Consequences

The existence of Laning typically creates Choke Points, either in the lanes themselves or where they end. How players act upon the designs of Laning typically constitutes the Startgame phase of a game instance. How to handle the choices presented in games with Laning motivate both Tactical and Strategic Planning.

Relations

Can Instantiate

Choke Points, Scouting, Startgame, Strategic Planning, Tactical Planning

Can Modulate

Levels, Movement, Units

Can Be Instantiated By

Flanking Routes, Transport Routes

Can Be Modulated By

Bases, Inaccessible Areas

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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