Strongholds

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Game locations that are good positions when defending against enemies.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Area Control, Camping, Sniper Locations. Strategic Locations

Can Modulate

Game Worlds, Levels

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

  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