Flanking Routes

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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.


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

Camping, Choke Points

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

Spawn Points, Warp Zones

Can Be Modulated By

One-Way Travel

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