Difference between revisions of "Sniper Locations"
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[[Category:Level Design Patterns]] | [[Category:Level Design Patterns]] | ||
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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''Locations in game worlds suited for snipers.'' | ''Locations in game worlds suited for snipers.'' | ||
− | + | The use of ranged weapons is often beneficial in games since enemies may not be able to fight back. This is especially true when the attacks can be done at very long ranges or it is difficult to detect from where the attack came. [[Sniper Locations]] are places in game worlds that provide one or both of these advantages. | |
=== Examples === | === Examples === | ||
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== Consequences == | == Consequences == | ||
− | [[Sniper Locations]] affect how [[Combat]], [[Aim & Shoot]] specifically, can be done in [[Game Worlds]] or [[Levels]] by offering [[Strategic Locations]] from which engage in these activities. This | + | [[Sniper Locations]] affect how [[Combat]], [[Aim & Shoot]] specifically, can be done in [[Game Worlds]] or [[Levels]] by offering [[Strategic Locations]] from which engage in these activities. This promotes [[Camping]] in these locations and - since not being noticed in them is an advantage - also encourages players to adopt [[Stealth]] goals both in getting there and while being there. Getting to these locations and using them effectively thereby requires [[Tactical Planning]], as does dislocating those that have gotten access to them. |
− | [[Sniper Locations]] occupied by [[Enemies]] can effectively become [[Inaccessible Areas]] until the [[Enemies]] have | + | [[Sniper Locations]] occupied by [[Enemies]] can effectively become [[Inaccessible Areas]] until the [[Enemies]] have been removed somehow. This feature, or if victims fail to detect the [[Sniper Locations]], can make for [[Repeated Domination]] in games with [[Sniper Locations]]. |
== Relations == | == Relations == |
Revision as of 09:24, 14 July 2011
Locations in game worlds suited for snipers.
The use of ranged weapons is often beneficial in games since enemies may not be able to fight back. This is especially true when the attacks can be done at very long ranges or it is difficult to detect from where the attack came. Sniper Locations are places in game worlds that provide one or both of these advantages.
Contents
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
Two main design requirements exist for locations to be usable as Sniper Locations: that it covers an area which is suitable for targeting Enemies and that the location itself is relatively safe.
Arenas, or any other open area where players can have Line of Sight to large continuous gameplay areas, make good places to observe from Sniper Locations. If there areas are too open, this can easily be adjusted by providing Obstacles or Flanking Routes.
Making Sniper Locations safe can be done in several ways. Height differences and Inaccessible Areas can both make attacking sniper more difficult and require Enemies to take detours to reach the Sniper Locations. Placing Obstacles in the Sniper Locations does typically not cause problems with Line of Sight to the overlooked areas but does help snipers in providing cover and making it more difficult to spot them.
Interface Aspects
One of the weaknesses of Sniper Locations is that their use may be predictable, and this makes snipers want to vary their positions or not be noticed within them. If the Sniper Locations are too powerful in a game, other players can be helped by Game State Overviews that point out player positions and thereby reveal uses of Sniper Locations. However, since this may instead make Sniper Locations of little use, this design solution is most relevant in Team-based games since it can there be given to a limited number of players.
Consequences
Sniper Locations affect how Combat, Aim & Shoot specifically, can be done in Game Worlds or Levels by offering Strategic Locations from which engage in these activities. This promotes Camping in these locations and - since not being noticed in them is an advantage - also encourages players to adopt Stealth goals both in getting there and while being there. Getting to these locations and using them effectively thereby requires Tactical Planning, as does dislocating those that have gotten access to them.
Sniper Locations occupied by Enemies can effectively become Inaccessible Areas until the Enemies have been removed somehow. This feature, or if victims fail to detect the Sniper Locations, can make for Repeated Domination in games with Sniper Locations.
Relations
Can Instantiate
Camping, Repeated Domination, Stealth, Strategic Locations, Tactical Planning
with Enemies
Can Modulate
Aim & Shoot, Combat, Game Worlds, Levels
Can Be Instantiated By
Can Be Modulated By
Flanking Routes, Game State Overviews
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.
- ↑ Sniper Location pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead