Difference between revisions of "Strongholds"
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Revision as of 17:21, 15 July 2011
Game locations that are good positions when defending against enemies.
In games that have combat, some game world areas are more easily defended than others. Strongholds are the ones that are especially suited for defensive fighting, often having few ways of reaching time and letting defenders covers these access ways.
Contents
Examples
Both the Siwa Oasis and the Seawall Battery level in Return to Castle Wolfenstein: Enemy Territory lets the Axis team have easily protected Strongholds which the Allies team needs to clear so they can destroy the level objectives.
Some levels in Team Fortress Classic and Team Fortress 2, e.g. Dustbowl, are built around one team trying to conquer levels from the other team by gradually taking over control points. The defending team is supported in keeping these control points by having strongholds in conjuction to each control point.
Using the pattern
Can Be Instantiated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Area Control, Camping, Sniper Locations. Strategic Locations
Can Modulate
Relations
Can Instantiate
Area Control, Camping, Sniper Locations. Strategic Locations
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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.
- ↑ Stronghold pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead