Sniper Locations
Locations in game worlds suited for snipers.
Use of ranged weapons are often beneficial in games since enemies may not be able to fight back. This is especially true when the attacks can be done at very long ranges or it is difficult to detect from where the attack came. Sniper Locations are places in game worlds that provide one or both of these advantages.
Contents
Examples
For obvious reasons, Sniper Locations are most common in First-Person Shooters. The Battlefield series provides many locations where snipers can have good overviews over large parts of the gameplay area. This includes tops of cliffs, roof tops, and scalable cranes. Fallout 3 and Fallout: New Vegas has many features in their game worlds that can be used to attack enemies at long distances and in relative safety. This is also encouraged by the presence of specialized sniping weapons in the game. The open and hilly worlds in the Crysis series also provide many Sniper Locations and
Using the pattern
height differences
inaccessible areas causing detours
open areas
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Sniper Locations affect how Combat, Aim & Shoot specifically, can be done in Game Worlds or Levels by offering Strategic Locations from which engage in these activities. This encourages Camping in these locations and, since not being noticed in them is an advantage, Stealth both in getting there are while being there. Getting to these locations and using them effectively thereby requires Tactical Planning, as does dislocating those that have gotten access to them.
Sniper Locations occupied by Enemies can effectively become Inaccessible Areas until the Enemies have be removed somehow. This feature, or if victims fail to detect the Sniper Locations, can make for Repeated Domination in games with Sniper Locations.
Relations
Can Instantiate
Camping, Repeated Domination, Stealth, Strategic Locations, Tactical Planning
with Enemies
Can Modulate
Aim & Shoot, Combat, Game Worlds, Levels
Can Be Instantiated By
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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. 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
- ↑ Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
- ↑ Sniper Location pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead