Difference between revisions of "Choke Points"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''...''
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''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 ===
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[[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 ==
[[Inaccessible Areas]]
 
[[Strategic Locations]]
 
  
 
[[Game Worlds]]
 
[[Game Worlds]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Strategic Locations]]
  
==== with ... ====
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==== with [[Enemies]] ====
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[[Eliminate]],
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[[Inaccessible Areas]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Combat]],
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[[Guard]],
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[[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.

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

Game Worlds Levels

Strategic Planning Strategic Knowledge Strongholds Area Control

Can Instantiate

Strategic Locations

with Enemies

Eliminate, Inaccessible Areas

Can Modulate

Combat, Guard, Stealth

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