Secret Areas

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This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Exploration, Surprises, Strategic Knowledge, Strategic Locations

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

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Can Be Modulated By

Resources Rewards

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

  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. Hidden Area pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead