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Exploiting choke points to optimise your tactical positioning is a recurring trope. Some games just expect you to do that anyway. As mrob mentioned [0], roguelikes are notorious for this; but I wouldn't call that bad. It's more a matter of taste. Particularly in roguelikes, you'll also encounter situations where the tactical advantage is subverted by enemies that can teleport or spawn minions behind you.

One common, but somewhat clunky countermeasure is to start the fight only once you're inside an arena and lock down the exits until the adversaries are defeated. It's present in many genres, from metroidvanias to ostensibly tactical action (e.g. the Metal Gear Solid series).

In a Quake-style FPS, having power-ups not just available, but regularly re-spawning in exposed locations is a tried and true mechanic that maintains an exhilarating ballet between risk and reward. But how could one translate the elegant flow of this gameplay loop to a more realistic (or less artificially 'gamey') setting? As Andrew says in the article, you could make more linear and scripted encounters. Which is fine for story-driven games, but limits player agency.

If you'd prefer more organic, emergent game-play, there are other options. Instead of initiating combat only upon the player approaching a set piece, opening a monster closet, or crossing a trigger, you can instruct enemy AI to patrol the potential avenues a stealthy player might take and guard the choke points a speed-runner might attempt to barrel through. From there, you can temper the utility of the player retreating. There could be speedy mobs you wouldn't want to turn your back on. Level design that enables flanking — implement a nav mesh that guides your agents to split between chasing the player down and heading her off at the pass.

But none of that is objectively superior to more predictable fights. Nor is it guaranteed to to be perceived as more enjoyable than comparatively random encounters. Ultimately, what you really should avoid is a ruleset that keeps players from having fun because the interesting game play loops you intended to happen end up being trumped by dominant strategies that are obviously better for approaching the victory condition, but more boring and tedious to execute.

The actual problem isn't with players figuring out how to exploit doorways. It's rather that moment when they resign to repeating the same move ad nauseam.

[0] https://news.ycombinator.com/item?id=20663044



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