Difference between revisions of "Flanking Routes"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Attention Demanding]], | ||
+ | [[Attention Swapping]], | ||
[[Stealth]], | [[Stealth]], | ||
− | [[Strategic Locations]] | + | [[Strategic Locations]], |
+ | [[Surprises]], | ||
+ | [[Tactical Planning]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 08:36, 17 July 2011
...
This pattern is a still a stub.
Contents
Examples
Using the pattern
Flanking Routes is primarily a way to modulate how other features of Game Worlds or Levels work.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Attention Demanding, Attention Swapping, Stealth, Strategic Locations, Surprises, Tactical Planning
Can Modulate
Arenas, Camping, Choke Points, Combat, Galleries, Game Worlds, Guard, Levels, Sniper Locations, 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
- ↑ Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
- ↑ Flanking Route pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead