Hiding Places

From gdp3
Revision as of 11:24, 3 April 2018 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Secret Areas are one way to create Hiding Places if the Secret Areas are unknown to some other players, Agents, Enemies, etc. Obstacles can also work if they hinder observation (e.g. through blocking line of sight in games with First-Person Views or by causing Fog of War).

Sniper Locations

Note that Hiding Places can be either diegetic or systemic, i.e.

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

Conceal, Imperfect Information, Safe Havens, Stealth

Can Modulate

Reconnaissance, Safe Havens, Scouting, Stealth

Relations

Can Instantiate

Conceal, Imperfect Information, Safe Havens, Stealth

Can Modulate

Reconnaissance, Safe Havens, Scouting, Stealth

Can Be Instantiated By

Obstacles, Secret Areas, Sniper Locations

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-