Difference between revisions of "Choke Points"
From gdp3
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
[[Category:Stub]] | [[Category:Stub]] | ||
− | '' | + | ''Areas in game worlds which can be used to block access to other areas.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
+ | |||
+ | [[Choke Points]] are used in maps for many multiplayer [[:Category:FPS Games|First-Person Shooters]] as they concentrate gameplay activity. | ||
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+ | For [[Team Fortress 2]], examples include the tunnel in the ''Gold Rush'' map and the blue team's initial exit points in the ''Dustbowl'' map. | ||
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== Using the pattern == | == Using the pattern == | ||
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== Relations == | == Relations == | ||
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[[Game Worlds]] | [[Game Worlds]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Strategic Locations]] | ||
− | ==== with | + | ==== with [[Enemies]] ==== |
+ | [[Eliminate]], | ||
+ | [[Inaccessible Areas]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Combat]], | ||
+ | [[Guard]], | ||
+ | [[Stealth]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 10:38, 16 July 2011
Areas in game worlds which can be used to block access to other areas.
This pattern is a still a stub.
Contents
Examples
Choke Points are used in maps for many multiplayer First-Person Shooters as they concentrate gameplay activity.
For Team Fortress 2, examples include the tunnel in the Gold Rush map and the blue team's initial exit points in the Dustbowl map.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Strategic Planning Strategic Knowledge Strongholds Area Control
Can Instantiate
with Enemies
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
- ↑ Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
- ↑ Choke Point pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead