Scouting

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Moving in a game world to gain information about threats while trying to not be observed.

Many games do not present the whole game world to players at once. Instead they need to explore it and sometimes move through already explored areas to see if problematic changes have occured, for example the appearances of enemies. Players have Scouting goals when a game makes them perform such actions and they should at the same time should avoid being detected.

Examples

Games where Scouting can be relevant or necessary include First-Person Shooters such as the Battlefield series and the Team Fortress series. They are also highly relevant in MOBA games with lanes such as the Defense of the Ancients series.

Using the pattern

Can Be Instantiated By

Flanking Routes, Laning

Reconnaissance and Stealth

Enemies or Traps are not required for players to engage in Scouting, but players can feel their actions have been meaningless if they are not present.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Failure in Scouting can be due to not noticing things but can also be due to being detected. The latter can lead to Evade goals.

Can Instantiate

Surprise Attacks


Relations

Can Instantiate

Surprise Attacks

Can Modulate

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Can Be Instantiated By

Flanking Routes, Laning

Reconnaissance and Stealth

Can Be Modulated By

-

Possible Closure Effects

Evade

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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