Flanking Routes
...
This pattern is a still a stub.
Examples
Using the pattern
Flanking Routes is primarily a way to modulate how other features of Game Worlds or Levels work.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Attention Demanding Attention Swapping Surprises Tactical Planning
Can Instantiate
Can Modulate
Arenas, Camping, Choke Points, Combat, Galleries, Game Worlds, Guard, Levels, Sniper Locations, Stealth
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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">Flanking Route pattern by Kenneth Hullett.</ref> </references>
Acknowledgements
Kennart Hullett, Jim Whitehead