Hiding Places
From gdp3
Revision as of 11:24, 3 April 2018 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Secret Areas are one way to create Hiding Places if the Secret Areas are unknown to some other players, Agents, Enemies, etc. Obstacles can also work if they hinder observation (e.g. through blocking line of sight in games with First-Person Views or by causing Fog of War).
Note that Hiding Places can be either diegetic or systemic, i.e.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Conceal, Imperfect Information, Safe Havens, Stealth
Can Modulate
Reconnaissance, Safe Havens, Scouting, Stealth
Relations
Can Instantiate
Conceal, Imperfect Information, Safe Havens, Stealth
Can Modulate
Reconnaissance, Safe Havens, Scouting, Stealth
Can Be Instantiated By
Obstacles, Secret Areas, Sniper Locations
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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