Difference between revisions of "Laning"
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== Using the pattern == | == Using the pattern == | ||
+ | [[Laning]] is a way of restricting [[Movement]] in games, typically in [[Levels]] of [[:Category:Multiplayer Online Battle Arena Games|MOBA Games]], which primarily tends to affect a game's [[Startgame]]. Designing for [[Laning]] in a game consists of making several routes to one area, in practice by either making several routes that are [[Transport Routes]] between the same areas or making several routes that are [[Flanking Routes]] to each other. The design of [[Laning]] is heavily influenced by the presence of [[Bases]] at the begin and end of lanes as well as if the lanes are the only ways to move between them (i.e. the design can be influenced by [[Inaccessible Areas]]). | ||
− | + | While [[Laning]] can be considered without use of [[Units]], the pattern is very often used to not only provide various routes for the [[Avatars]] controlled by players but also for [[Units]] (under the players' control or not). Likewise, the lanes may the only or normal routes to use for some game elements (typically [[Units]]) while others (typically [[Avatars]]) may take other routes although these may be slower or contain challenges. | |
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− | While [[Laning]] can be considered without use of [[Units]], the pattern is very often used to not only provide various routes for the [[Avatars]] controlled by players but also for [[Units]] (under the players' control or not). | + | |
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== Consequences == | == Consequences == |
Revision as of 12:29, 1 September 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Startgame phases in League of Legends, also Defense of the Ancients
Using the pattern
Laning is a way of restricting Movement in games, typically in Levels of MOBA Games, which primarily tends to affect a game's Startgame. Designing for Laning in a game consists of making several routes to one area, in practice by either making several routes that are Transport Routes between the same areas or making several routes that are Flanking Routes to each other. The design of Laning is heavily influenced by the presence of Bases at the begin and end of lanes as well as if the lanes are the only ways to move between them (i.e. the design can be influenced by Inaccessible Areas).
While Laning can be considered without use of Units, the pattern is very often used to not only provide various routes for the Avatars controlled by players but also for Units (under the players' control or not). Likewise, the lanes may the only or normal routes to use for some game elements (typically Units) while others (typically Avatars) may take other routes although these may be slower or contain challenges.
Consequences
The existence of Laning typically creates Choke Points, either in the lanes themselves or where they end. How players act upon the designs of Laning typically constitutes the Startgame phase of a game instance.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Flanking Routes, Transport Routes
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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