Difference between revisions of "Choke Points"

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== Using the pattern ==
 
== Using the pattern ==
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[[Choke Points]] can be create through designing narrow sections in [[Game Worlds]] or [[Levels]] that solely or together with just a few other [[Choke Points]] provide access between other parts of the [[Game Worlds]] or [[Levels]]. Alternatively, [[Inaccessible Areas]], [[Obstacles]] or [[Environmental Effects]] can be used and [[Environmental Effects]] can make the use of [[Choke Points]] a [[Tradeoffs|Tradeoff]] rather than a requirement. Of course, if several [[Choke Points]] exist between the same areas - which makes them into [[Flanking Routes]] - then players also have a choice whether to use a particular [[Choke Points|Choke Point]] or not. The existence of [[Flanking Routes]] may however make locations stop functioning as [[Choke Points]] if they always offer easier access to other parts of the [[Game Worlds]].
  
=== Diegetic Aspects ===
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== Consequences ==
  
=== Interface Aspects ===
 
  
=== Narrative Aspects ===
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[[Selectable Set of Goals]]
  
== Consequences ==
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=== Can Instantiate ===
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[[Choke Points]] are [[Strategic Locations]],
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 +
 
 +
[[Movement]]
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 +
[[Area Control]]
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[[Repeated Domination]]
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[[Strongholds]]
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==== with [[Enemies]] ====
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[[Eliminate]],
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[[Inaccessible Areas]]
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=== Can Modulate ===
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[[Combat]],
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[[Enemies]],
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[[Game Worlds]],
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[[Guard]],
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[[Levels]],
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[[Stealth]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Area Control]]
 
[[Area Control]]
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[[Repeated Domination]],
 +
[[Selectable Set of Goals]],
 
[[Strategic Locations]],  
 
[[Strategic Locations]],  
[[Strongholds]]
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[[Strongholds]],
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[[Tradeoffs]]
  
 
==== with [[Enemies]] ====
 
==== with [[Enemies]] ====
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[[Guard]],  
 
[[Guard]],  
 
[[Levels]],  
 
[[Levels]],  
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[[Movement]],
 
[[Stealth]]
 
[[Stealth]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Inaccessible Areas]],
 
[[Environmental Effects]],  
 
[[Environmental Effects]],  
 
[[Obstacles]]
 
[[Obstacles]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
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[[Flanking Routes]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
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[[Flanking Routes]]
  
 
== History ==
 
== History ==

Revision as of 11:10, 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

Choke Points can be create through designing narrow sections in Game Worlds or Levels that solely or together with just a few other Choke Points provide access between other parts of the Game Worlds or Levels. Alternatively, Inaccessible Areas, Obstacles or Environmental Effects can be used and Environmental Effects can make the use of Choke Points a Tradeoff rather than a requirement. Of course, if several Choke Points exist between the same areas - which makes them into Flanking Routes - then players also have a choice whether to use a particular Choke Point or not. The existence of Flanking Routes may however make locations stop functioning as Choke Points if they always offer easier access to other parts of the Game Worlds.

Consequences

Selectable Set of Goals

Can Instantiate

Choke Points are Strategic Locations,


Movement

Area Control Repeated Domination Strongholds

with Enemies

Eliminate, Inaccessible Areas

Can Modulate

Combat, Enemies, Game Worlds, Guard, Levels, Stealth

Relations

Can Instantiate

Area Control Repeated Domination, Selectable Set of Goals, Strategic Locations, Strongholds, Tradeoffs

with Enemies

Eliminate, Inaccessible Areas

Can Modulate

Combat, Enemies, Game Worlds, Guard, Levels, Movement, Stealth

Can Be Instantiated By

Inaccessible Areas, Environmental Effects, Obstacles

Can Be Modulated By

Flanking Routes

Possible Closure Effects

-

Potentially Conflicting With

Flanking Routes

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