Difference between revisions of "Flanking Routes"
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== Using the pattern == | == Using the pattern == | ||
− | [[Flanking Routes]] is primarily a way to modulate how other features of [[Game Worlds]] or [[Levels]] work. | + | [[Flanking Routes]] is primarily a way to modulate how other features of [[Game Worlds]] or [[Levels]] work, e.g. [[Arenas]], [[Choke Points]], [[Galleries]], or [[Sniper Locations]]. Designing them consist of providing additional ways of reaching locations in the [[Game Worlds]]. Although all accesses to a location may similar and thereby make what is perceived as [[Flanking Routes]] depend on what the current game state is, accesses that are intended to always be perceived as [[Flanking Routes]] should either be |
+ | ( | ||
− | + | [[Choke Points]] | |
+ | |||
+ | payload maps in [[Team Fortress 2]] | ||
+ | |||
+ | |||
+ | An option for [[Flanking Routes]] is to make them [[One-Way Travel]], e.g. by being down an unscalable cliff side. | ||
When players can create [[Warp Zones]] (which engineers in [[Team Fortress 2]] can) or [[Spawn Points]] (which North Vietnamese engineers in [[Battlefield Vietnam]] can), this opens up for these to be used as [[Flanking Routes]]. | When players can create [[Warp Zones]] (which engineers in [[Team Fortress 2]] can) or [[Spawn Points]] (which North Vietnamese engineers in [[Battlefield Vietnam]] can), this opens up for these to be used as [[Flanking Routes]]. | ||
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== Consequences == | == Consequences == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Selectable Set of Goals]], | ||
[[Attention Demanding]], | [[Attention Demanding]], | ||
[[Attention Swapping]], | [[Attention Swapping]], | ||
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[[Attention Demanding]], | [[Attention Demanding]], | ||
[[Attention Swapping]], | [[Attention Swapping]], | ||
+ | [[Choke Points]], | ||
+ | [[Selectable Set of Goals]], | ||
[[Stealth]], | [[Stealth]], | ||
[[Strategic Locations]], | [[Strategic Locations]], |
Revision as of 09:00, 17 July 2011
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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, e.g. Arenas, Choke Points, Galleries, or Sniper Locations. Designing them consist of providing additional ways of reaching locations in the Game Worlds. Although all accesses to a location may similar and thereby make what is perceived as Flanking Routes depend on what the current game state is, accesses that are intended to always be perceived as Flanking Routes should either be
(
payload maps in Team Fortress 2
An option for Flanking Routes is to make them One-Way Travel, e.g. by being down an unscalable cliff side.
When players can create Warp Zones (which engineers in Team Fortress 2 can) or Spawn Points (which North Vietnamese engineers in Battlefield Vietnam can), this opens up for these to be used as Flanking Routes.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Selectable Set of Goals, 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
Potentially Conflicting With
Relations
Can Instantiate
Attention Demanding, Attention Swapping, Choke Points, Selectable Set of Goals, 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