Zone of Control
The ability of game elements to affect the functionality of those adjacent to them.
This pattern is a still a stub.
Other games that adopted the use of Zone of Control include several installments of the Civilization series and Bloodbowl, the later which uses Zone of Control to make throwing and catching the ball move difficult if opponents are nearby. It also lets players try to tackle those that try to run pass opponents.
Using the pattern
The two main design choices for creating Zone of Control in a game is what generates them and what their effects are. Zone of Controls typically spread out from Units, and more rarely from Avatars, but letting Territories create them can let them exist independently from these or spread out from Installations and other stationary game elements.
The effects of a Zone of Control is most often linked to either Combat or Movement. For Combat, this is typically providing advantages to friendly Units or disadvantages to hostile ones. A Zone of Control typically affects Movement by imposing Movement Limitations, e.g. forcing Units to stop if they enter a Zone of Control (e.g. Civilization V), requiring higher Movement costs, or allowing attacks if one passes through multiple Zones of Control (e.g. Bloodbowl). Some effects can be seen as a related to both Combat and Movement, e.g. not being allowed to retreat into enemy Zones of Control and being eliminated if this means retreat is impossible.
As they often affect Combat or Movement, Zones of Control create a need for both Strategic and Tactical Planning; the former for determining which areas are generally good to extend these from and the latter for how to handle or place them in any current situation during gameplay. The use of Zone of Control in any game is likely to significant raise the importance of any Choke Points present.
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.