Strongholds
Game locations that are good positions when defending against enemies.
This pattern is a still a stub.
Examples
Using the pattern
Can Be Instantiated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Area Control, Camping, Sniper Locations. Strategic Locations
Can Modulate
Relations
Can Instantiate
Area Control, Camping, Sniper Locations. Strategic Locations
Can Modulate
Can Be Instantiated By
Can Be Modulated By
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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<ref name="Hullett2010"/>, and a more detailed description in this template is available<ref name="HullettPattern"/>.
References
<references> <ref name="Hullett2010">Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.</ref> <ref name="HullettPattern">Stronghold pattern by Kenneth Hullett.</ref> </references>
Acknowledgements
Kennart Hullett, Jim Whitehead