Difference between revisions of "Scouting"

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[[Category:Action Patterns]]
 
[[Category:Action Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
 
 
''Moving in a game world to gain information about threats while trying to not be observed.''
 
''Moving in a game world to gain information about threats while trying to not be observed.''
  
This pattern is a still a stub.
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Many games do not present the whole game world to players at once. Instead they need to explore it and sometimes move through already explored areas to see if problematic changes have occurred, for example the appearances of enemies. Players have [[Scouting]] goals when a game makes them perform such actions and they should at the same time should avoid being detected.  
  
 
=== Examples ===
 
=== Examples ===
 
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Games where [[Scouting]] can be relevant or necessary include [[:Category:FPS Games|First-Person Shooters]] such as the [[Battlefield series]] and the [[Team Fortress series]]. They are also highly relevant in [[:Category:Multiplayer Online Battle Arena Games|MOBA games]] with lanes such as the [[Defense of the Ancients series]].
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
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The main requirements for [[Scouting]] to be possible in a game is that players have combined [[Reconnaissance]] and [[Stealth]] goals. The [[Game Worlds|Game World]] must also support this type of activity, for example through providing [[Hiding Places]]. While patterns such as [[Hiding Places]] may not be needed (if other ways of being undetected exists) these patterns can modify the difficulty of [[Scouting]]. Games with [[Flanking Routes]] and [[Laning]] not only support but encourage the activity since players can be aware of specific areas and places that need to be scouted.
  
[[Enemies]] or [[Traps]] are not required for players to engage in [[Scouting]], but players can feel their actions have been meaningless if they are not present.  
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[[Enemies]] or [[Traps]] are not required for players to engage in [[Scouting]], but players can feel their actions have been meaningless if they are not present.
 
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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The ability to perform successful [[Scouting]] allows players to succeed with [[Evade]] goals as well as launch [[Surprise Attacks]] (as long as attacks are possible at all). Failure in [[Scouting]] can be due to not noticing things but can also be due to being detected. The latter can lead to [[Evade]] goals.
  
 
== Relations ==
 
== Relations ==
[[Stealth]]
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=== Can Instantiate ===
[[Flanking Routes]]
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[[Surprise Attacks]]
 
[[Surprise Attacks]]
 
=== Can Instantiate ===
 
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==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Flanking Routes]],
 
[[Laning]]
 
[[Laning]]
  
[[Evade]] and [[Reconnaissance]]
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[[Reconnaissance]] and [[Stealth]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Hiding Places]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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[[Evade]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===

Latest revision as of 12:56, 26 March 2018

Moving in a game world to gain information about threats while trying to not be observed.

Many games do not present the whole game world to players at once. Instead they need to explore it and sometimes move through already explored areas to see if problematic changes have occurred, for example the appearances of enemies. Players have Scouting goals when a game makes them perform such actions and they should at the same time should avoid being detected.

Examples

Games where Scouting can be relevant or necessary include First-Person Shooters such as the Battlefield series and the Team Fortress series. They are also highly relevant in MOBA games with lanes such as the Defense of the Ancients series.

Using the pattern

The main requirements for Scouting to be possible in a game is that players have combined Reconnaissance and Stealth goals. The Game World must also support this type of activity, for example through providing Hiding Places. While patterns such as Hiding Places may not be needed (if other ways of being undetected exists) these patterns can modify the difficulty of Scouting. Games with Flanking Routes and Laning not only support but encourage the activity since players can be aware of specific areas and places that need to be scouted.

Enemies or Traps are not required for players to engage in Scouting, but players can feel their actions have been meaningless if they are not present.

Consequences

The ability to perform successful Scouting allows players to succeed with Evade goals as well as launch Surprise Attacks (as long as attacks are possible at all). Failure in Scouting can be due to not noticing things but can also be due to being detected. The latter can lead to Evade goals.

Relations

Can Instantiate

Surprise Attacks

Can Modulate

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Can Be Instantiated By

Flanking Routes, Laning

Reconnaissance and Stealth

Can Be Modulated By

Hiding Places

Possible Closure Effects

Evade

Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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