Secret Areas
From gdp3
Revision as of 16:30, 9 June 2011 by Staffan Björk (Talk | contribs)
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This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Exploration, Surprises, Strategic Knowledge, Strategic Locations
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki. However, it was first introduced as Hidden Area 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.
- ↑ Hidden Area pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead