Difference between revisions of "Flanking Routes"

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(Relations)
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== Relations ==
 
== Relations ==
[[Attention Demanding]]
 
[[Attention Swapping]]
 
[[Surprises]]
 
[[Tactical Planning]]
 
 
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Attention Demanding]],
 +
[[Attention Swapping]],
 
[[Stealth]],  
 
[[Stealth]],  
[[Strategic Locations]]
+
[[Strategic Locations]],
 +
[[Surprises]],
 +
[[Tactical Planning]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===

Revision as of 08:36, 17 July 2011

...

This pattern is a still a stub.

Examples

Using the pattern

Flanking Routes is primarily a way to modulate how other features of Game Worlds or Levels work.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

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

-

Potentially Conflicting With

Camping, Choke Points

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. Flanking Route pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead