Galleries

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Raised areas that provide advantages through overlooking narrow passages.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Guard Traverse Combat


Can Instantiate

Camping, Choke Points, Sniper Locations, Strategic Locations

with Enemies

Inaccessible Areas

Can Modulate

Enemies, Game Worlds, Levels

Can Be Instantiated By

Can Be Modulated By

Flanking Routes

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">Gallery pattern by Kenneth Hullett.</ref> </references>

Acknowledgements

Kennart Hullett, Jim Whitehead