Difference between revisions of "Choke Points"

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[[Strategic Knowledge]]
[[Strategic Knowledge]]
[[Strategic Locations]]
[[Strategic Locations]]
[[Game Worlds]]
=== Can Instantiate ===
=== Can Instantiate ===

Revision as of 17:51, 8 June 2011


This pattern is a still a stub.


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects



Strategic Planning Inaccessible Areas Strategic Knowledge Strategic Locations

Game Worlds Levels

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With


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].


  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. Choke Point pattern by Kenneth Hullett.


Kennart Hullett, Jim Whitehead