Difference between revisions of "Strongholds"

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=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 17:21, 15 July 2011

Game locations that are good positions when defending against enemies.

In games that have combat, some game world areas are more easily defended than others. Strongholds are the ones that are especially suited for defensive fighting, often having few ways of reaching time and letting defenders covers these access ways.

Examples

Both the Siwa Oasis and the Seawall Battery level in Return to Castle Wolfenstein: Enemy Territory lets the Axis team have easily protected Strongholds which the Allies team needs to clear so they can destroy the level objectives.

Some levels in Team Fortress Classic and Team Fortress 2, e.g. Dustbowl, are built around one team trying to conquer levels from the other team by gradually taking over control points. The defending team is supported in keeping these control points by having strongholds in conjuction to each control point.

Using the pattern

Can Be Instantiated By

Choke Points Line of Sight


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Area Control, Camping, Sniper Locations. Strategic Locations

Can Modulate

Game Worlds, Levels

Relations

Can Instantiate

Area Control, Camping, Sniper Locations. Strategic Locations

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

Choke Points, Line of Sight

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

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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. Stronghold pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead