Galleries

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Raised areas that provide advantages through overlooking narrow passages.

This pattern is a still a stub.

Examples

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

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Can Be Modulated By

Flanking Routes

Possible Closure Effects

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Potentially Conflicting With

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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