Arenas

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This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Multiplayer Games Teams Team Combos

Flanking Routes Sniper Locations

Combat

Goal Points

Can Instantiate

Strategic Locations

with ...

Can Modulate

Game Worlds, Levels

Can Be Instantiated By

Can Be Modulated By

Strongholds

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

  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. Arena pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead