Difference between revisions of "Galleries"

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''Raised areas that provide advantages through overlooking narrow passages.''
 
''Raised areas that provide advantages through overlooking narrow passages.''
  
This pattern is a still a stub.
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Being on high ground with isn't immediately accessible to enemies is an advantage possible in games where combat is possible. [[Galleries]] are places that provide this advantage but in addition require the combatants in the lower area to move along the elevated area for some distance, further adding to the advantage.
  
 
=== Examples ===
 
=== Examples ===
  
The map ''Mashtuur City'' in [[Battlefield 2]] provides a [[Galleries|Gallery]] by having letting players move on a beach between the sea and some high cliffs.
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[[Galleries]] are most prominently used in [[:Category:FPS Games|First-Person Shooters]]. For example, the map ''Mashtuur City'' in [[Battlefield 2]] provides a [[Galleries|Gallery]] by having letting players move on a beach between the sea and some high cliffs while ''Dustbowl'' in [[Team Fortress 2]] has low [[Galleries]] in the last third of the map.
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 12:36, 18 July 2011

Raised areas that provide advantages through overlooking narrow passages.

Being on high ground with isn't immediately accessible to enemies is an advantage possible in games where combat is possible. Galleries are places that provide this advantage but in addition require the combatants in the lower area to move along the elevated area for some distance, further adding to the advantage.

Examples

Galleries are most prominently used in First-Person Shooters. For example, the map Mashtuur City in Battlefield 2 provides a Gallery by having letting players move on a beach between the sea and some high cliffs while Dustbowl in Team Fortress 2 has low Galleries in the last third of the map.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Camping, Choke Points, Sniper Locations, Strategic Locations

with Enemies

Inaccessible Areas

Can Modulate

Combat, Enemies, Game Worlds, Guard, Levels, Traverse

Can Be Instantiated By

-

Can Be Modulated By

Flanking Routes

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. Gallery pattern by Kenneth Hullett.

Acknowledgements

Kennart Hullett, Jim Whitehead