Difference between revisions of "Choke Points"

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<references>
 
<references>
 
<ref name="Hullett2010">Hullett, K. & Whitehead, J. (2010). ''Design Patterns in FPS Levels'', paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.</ref>
 
<ref name="Hullett2010">Hullett, K. & Whitehead, J. (2010). ''Design Patterns in FPS Levels'', paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.</ref>
<ref name="HullettPattern">[https://users.soe.ucsc.edu/~khullett/doku.php?id=choke_point Choke Point] pattern by Kenneth Hullett.</ref>
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<ref name="HullettPattern">[http://users.soe.ucsc.edu/~khullett/doku.php?id=choke_point Choke Point] pattern by Kenneth Hullett.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
Kennart Hullett, Jim Whiteheard
+
Kennart Hullett, Jim Whitehead

Revision as of 17:39, 8 June 2011

...

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Strategic Planning Inaccessible Areas Strategic Knowledge Strategic Locations

Can Instantiate

with ...

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

  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