Choke Points
From gdp3
Revision as of 10:54, 16 July 2011 by Staffan Björk (Talk | contribs)
Areas in game worlds which can be used to block access to other areas.
This pattern is a still a stub.
Contents
Examples
Choke Points are used in maps for many multiplayer First-Person Shooters as they concentrate gameplay activity.
For Team Fortress 2, examples include the tunnel in the Gold Rush map and the blue team's initial exit points in the Dustbowl map.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Area Control Strategic Locations, Strongholds
with Enemies
Can Modulate
Combat, Enemies, Game Worlds, Guard, Levels, Stealth
Can Be Instantiated By
Environmental Effects, Obstacles
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
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.
- ↑ Choke Point pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead