Difference between revisions of "Galleries"

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[[Category:Staffan's current workpage]]
 
 
[[Category:Level Design Patterns]]
 
[[Category:Level Design Patterns]]
 
[[Category:Mechanical Patterns]]
 
[[Category:Mechanical Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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[[Category:Patterns]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
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''Raised areas that provide advantages through overlooking narrow passages.''
 
''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.
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Being on high ground which is not 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 ===
[[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.
+
[[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. ''The Proving Grounds'' in [[Quake III Arena]] is another example of a [[:Category:FPS Games|First-Person Shooter]] map with a [[Galleries|Gallery]].  
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Galleries]] are primarily created by using height differences while designing [[Levels]] and [[Game Worlds]] but other combinations of [[One-Way Travel]] and cover can work as well.
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[[Galleries]] are primarily created by using height differences while designing [[Game Boards]], [[Levels]] and [[Game Worlds]] but other combinations of [[One-Way Travel]] and cover can work as well. Specifically, the heights (and the rest of the gameplay area) need to funnel movement along them so that those on the heights can attack those below for an extended period of time with the advantage of being on higher ground.
  
 
If [[Galleries]] are deemed to disrupt [[Player Balance|Player]] or [[Team Balance]], [[Flanking Routes]] can be used to provide additional ways for those having to move through the lower area.
 
If [[Galleries]] are deemed to disrupt [[Player Balance|Player]] or [[Team Balance]], [[Flanking Routes]] can be used to provide additional ways for those having to move through the lower area.
 
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narrative Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
 +
[[Galleries]] modulate how [[Combat]] and [[Movement]] can do done in [[Game Boards]], [[Game Worlds]], and [[Levels]]. They do this by making [[Guard]] goals easier for those in the elevated areas through making the areas overlooked into potential [[Choke Points]] (the raised areas can also often function as a form of [[Sniper Locations]]). This has the effect of modulating the difficulty of [[Enemies]] and increasing the likelihood of [[Repeated Domination]].
  
=== Can Instantiate ===
+
The advantages of [[Galleries]] make them into [[Strategic Locations]] and likely places for [[Camping]]. When not to enclosed, [[Galleries]] typically offer [[One-Way Travel]] from the raised parts to the passages they are overlooking.
[[One-Way Travel]],
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[[Camping]],
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[[Choke Points]],
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[[Repeated Domination]]
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[[Sniper Locations]],
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[[Strategic Locations]]
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+
 
+
==== with [[Enemies]] ====
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[[Inaccessible Areas]]
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=== Can Modulate ===
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[[Combat]],  
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[[Enemies]],
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[[Game Worlds]],
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[[Guard]],
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[[Levels]],
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[[Traverse]]
+
  
 
== Relations ==
 
== Relations ==
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[[Sniper Locations]],  
 
[[Sniper Locations]],  
 
[[Strategic Locations]]
 
[[Strategic Locations]]
 
==== with [[Enemies]] ====
 
[[Inaccessible Areas]]
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Combat]],  
 
[[Combat]],  
 
[[Enemies]],  
 
[[Enemies]],  
 +
[[Game Boards]],
 
[[Game Worlds]],  
 
[[Game Worlds]],  
 
[[Guard]],  
 
[[Guard]],  
 
[[Levels]],  
 
[[Levels]],  
[[Traverse]]
+
[[Movement]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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== Acknowledgements ==
 
== Acknowledgements ==
Kennart Hullett, Jim Whitehead
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Kenneth Hullett, Jim Whitehead

Revision as of 13:42, 21 July 2016

Raised areas that provide advantages through overlooking narrow passages.

Being on high ground which is not 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. The Proving Grounds in Quake III Arena is another example of a First-Person Shooter map with a Gallery.

Using the pattern

Galleries are primarily created by using height differences while designing Game Boards, Levels and Game Worlds but other combinations of One-Way Travel and cover can work as well. Specifically, the heights (and the rest of the gameplay area) need to funnel movement along them so that those on the heights can attack those below for an extended period of time with the advantage of being on higher ground.

If Galleries are deemed to disrupt Player or Team Balance, Flanking Routes can be used to provide additional ways for those having to move through the lower area.

Consequences

Galleries modulate how Combat and Movement can do done in Game Boards, Game Worlds, and Levels. They do this by making Guard goals easier for those in the elevated areas through making the areas overlooked into potential Choke Points (the raised areas can also often function as a form of Sniper Locations). This has the effect of modulating the difficulty of Enemies and increasing the likelihood of Repeated Domination.

The advantages of Galleries make them into Strategic Locations and likely places for Camping. When not to enclosed, Galleries typically offer One-Way Travel from the raised parts to the passages they are overlooking.

Relations

Can Instantiate

Camping, Choke Points, One-Way Travel, Repeated Domination, Sniper Locations, Strategic Locations

Can Modulate

Combat, Enemies, Game Boards, Game Worlds, Guard, Levels, Movement

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

Kenneth Hullett, Jim Whitehead