Difference between revisions of "Sniper Locations"

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=== Examples ===
 
=== Examples ===
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For obvious reasons, [[Sniper Locations]] are most common in [[:Category:FPS Games|First-Person Shooters]]. The [[Battlefield series]] provides many locations where snipers can have good overviews over large parts of the gameplay area. This includes tops of cliffs, roof tops, and scalable cranes. [[Fallout 3]] and [[Fallout: New Vegas]] has many features in their game worlds that can be used to attack enemies at long distances and in relative safety. This is also encouraged by the presence of specialized sniping weapons in the game. The open and hilly worlds in the [[Crysis series]] also provide many [[Sniper Locations]] and
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
[[Inaccessible Areas]]
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=== Can Instantiate ===
[[Strategic Locations]]
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[[Camping]],
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[[Strategic Locations]],
 
[[Tactical Planning]]
 
[[Tactical Planning]]
  
[[Camping]]
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==== with [[Enemies]] ====
[[Game Worlds]]
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[[Inaccessible Areas]]
[[Levels]]
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=== Can Instantiate ===
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==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]],
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[[Levels]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 08:32, 14 July 2011

...

This pattern is a still a stub.

Examples

For obvious reasons, Sniper Locations are most common in First-Person Shooters. The Battlefield series provides many locations where snipers can have good overviews over large parts of the gameplay area. This includes tops of cliffs, roof tops, and scalable cranes. Fallout 3 and Fallout: New Vegas has many features in their game worlds that can be used to attack enemies at long distances and in relative safety. This is also encouraged by the presence of specialized sniping weapons in the game. The open and hilly worlds in the Crysis series also provide many Sniper Locations and

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Camping, Strategic Locations, Tactical Planning

with Enemies

Inaccessible Areas

Can Modulate

Game Worlds, Levels

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. Sniper Location pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead