Difference between revisions of "Galleries"
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=== Examples === | === Examples === | ||
− | |||
[[Galleries]] are most prominently used in [[:Category:FPS Games|First-Person Shooters]]. For example, the map ''Mashtuur City'' in [[Battlefield 2]] provides a [[Galleries|Gallery]] by having letting players move on a beach between the sea and some high cliffs while ''Dustbowl'' in [[Team Fortress 2]] has low [[Galleries]] in the last third of the map. | [[Galleries]] are most prominently used in [[:Category:FPS Games|First-Person Shooters]]. For example, the map ''Mashtuur City'' in [[Battlefield 2]] provides a [[Galleries|Gallery]] by having letting players move on a beach between the sea and some high cliffs while ''Dustbowl'' in [[Team Fortress 2]] has low [[Galleries]] in the last third of the map. | ||
== Using the pattern == | == Using the pattern == | ||
+ | [[Galleries]] are primarily created by using height differences while designing [[Levels]] and [[Game Worlds]] but other combinations of [[One-Way Travel]] and cover can work as well. | ||
+ | |||
+ | If [[Galleries]] are deemed to disrupt [[Player Balance|Player]] or [[Team Balance]], [[Flanking Routes]] can be used to provide additional ways for those having to move through the lower area. | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[One-Way Travel]], | ||
+ | [[Camping]], | ||
+ | [[Choke Points]], | ||
+ | [[Repeated Domination]] | ||
+ | [[Sniper Locations]], | ||
+ | [[Strategic Locations]] | ||
+ | |||
+ | |||
+ | ==== with [[Enemies]] ==== | ||
+ | [[Inaccessible Areas]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Combat]], | ||
+ | [[Enemies]], | ||
+ | [[Game Worlds]], | ||
+ | [[Guard]], | ||
+ | [[Levels]], | ||
+ | [[Traverse]] | ||
== Relations == | == Relations == | ||
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[[Camping]], | [[Camping]], | ||
[[Choke Points]], | [[Choke Points]], | ||
+ | [[One-Way Travel]], | ||
+ | [[Repeated Domination]], | ||
[[Sniper Locations]], | [[Sniper Locations]], | ||
[[Strategic Locations]] | [[Strategic Locations]] |
Revision as of 12:59, 18 July 2011
Raised areas that provide advantages through overlooking narrow passages.
Being on high ground with isn't immediately accessible to enemies is an advantage possible in games where combat is possible. Galleries are places that provide this advantage but in addition require the combatants in the lower area to move along the elevated area for some distance, further adding to the advantage.
Contents
Examples
Galleries are most prominently used in First-Person Shooters. For example, the map Mashtuur City in Battlefield 2 provides a Gallery by having letting players move on a beach between the sea and some high cliffs while Dustbowl in Team Fortress 2 has low Galleries in the last third of the map.
Using the pattern
Galleries are primarily created by using height differences while designing Levels and Game Worlds but other combinations of One-Way Travel and cover can work as well.
If Galleries are deemed to disrupt Player or Team Balance, Flanking Routes can be used to provide additional ways for those having to move through the lower area.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
One-Way Travel, Camping, Choke Points, Repeated Domination Sniper Locations, Strategic Locations
with Enemies
Can Modulate
Combat, Enemies, Game Worlds, Guard, Levels, Traverse
Relations
Can Instantiate
Camping, Choke Points, One-Way Travel, Repeated Domination, Sniper Locations, Strategic Locations
with Enemies
Can Modulate
Combat, Enemies, Game Worlds, Guard, Levels, Traverse
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.
- ↑ Gallery pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead