Flanking Routes
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This pattern is a still a stub.
Contents
Examples
Using the pattern
Flanking Routes is primarily a way to modulate how other features of Game Worlds or Levels work.
An option for Flanking Routes is to make them One-Way Travel, e.g. by being down an unscalable cliff side.
When players can create Warp Zones (which engineers in Team Fortress 2 can) or Spawn Points (which North Vietnamese engineers in Battlefield Vietnam can), this opens up for these to be used as Flanking Routes.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Attention Demanding, Attention Swapping, Stealth, Strategic Locations, Surprises, Tactical Planning
Can Modulate
Arenas, Camping, Choke Points, Combat, Galleries, Game Worlds, Guard, Levels, Sniper Locations, Stealth
Potentially Conflicting With
Relations
Can Instantiate
Attention Demanding, Attention Swapping, Stealth, Strategic Locations, Surprises, Tactical Planning
Can Modulate
Arenas, Camping, Choke Points, Combat, Galleries, Game Worlds, Guard, Levels, Sniper Locations, Stealth
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
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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.
- ↑ Flanking Route pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead