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		<id>http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Damage</id>
		<title>Damage - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Damage"/>
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		<updated>2026-05-04T18:46:24Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23744&amp;oldid=prev</id>
		<title>Staffan Björk at 14:16, 24 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23744&amp;oldid=prev"/>
				<updated>2015-08-24T14:16:33Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 14:16, 24 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]], sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and [[Armor]] characteristics. [[Resources]] can also stand in as an alternative. In all these cases the [[Damage]] are [[Energy Penalties]]. However, other effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], and these can be used together with reductions of [[Health]] to create [[Critical Hits]] (another easier way is simply to increase the [[Damage]] provided). Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]], sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and [[Armor]] characteristics. [[Resources]] can also stand in as an alternative. In all these cases the [[Damage]] are [[Energy Penalties]]. However, other effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], and these can be used together with reductions of [[Health]] to create [[Critical Hits]] (another easier way is simply to increase the [[Damage]] provided). Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. In games with [[Lives]], an option for [[Damage]] is directly to cause [[Life Penalties]] rather than do it as the effects of depleting some [[Resources|Resource]] (most commonly [[Health]])&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l61&quot; &gt;Line 61:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 61:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Health]] and [[Downtime]], [[Disruption of Focused Attention]], [[Skills]], [[Variable Accuracy]], [[Movement Limitations]], or [[Ability Losses]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Health]] and [[Downtime]], [[Disruption of Focused Attention]], [[Skills]], [[Variable Accuracy]], [[Movement Limitations]], or [[Ability Losses]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Critical Hits]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Critical Hits]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==== with [[Lives]] ====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Life Penalties]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Moveable Tiles]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Moveable Tiles]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23737&amp;oldid=prev</id>
		<title>Staffan Björk at 13:14, 24 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23737&amp;oldid=prev"/>
				<updated>2015-08-24T13:14:41Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 13:14, 24 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;(&lt;/del&gt;sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and [[Armor]] characteristics&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;)&lt;/del&gt;. In these cases the [[Damage]] are [[Energy Penalties]]. However, other effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], and these can be used together with reductions of [[Health]] to create [[Critical Hits]] (another easier way is simply to increase the [[Damage]] provided). Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and [[Armor]] characteristics&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. [[Resources]] can also stand in as an alternative&lt;/ins&gt;. In &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;all &lt;/ins&gt;these cases the [[Damage]] are [[Energy Penalties]]. However, other effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], and these can be used together with reductions of [[Health]] to create [[Critical Hits]] (another easier way is simply to increase the [[Damage]] provided). Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l50&quot; &gt;Line 50:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 50:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player/Character Skill Composites]] in games with [[Combat]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player/Character Skill Composites]] in games with [[Combat]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Armor]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or &lt;/del&gt;[[Health]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Armor]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;[[Health&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], or [[Resources&lt;/ins&gt;]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Energy Penalties]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Energy Penalties]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23728&amp;oldid=prev</id>
		<title>Staffan Björk at 12:54, 24 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23728&amp;oldid=prev"/>
				<updated>2015-08-24T12:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 12:54, 24 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and [[Armor]] characteristics). In these cases the [[Damage]] are [[Energy Penalties]]. However, other effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], and these can be used together with reductions of [[Health]] to create [[Critical Hits]]. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and [[Armor]] characteristics). In these cases the [[Damage]] are [[Energy Penalties]]. However, other effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], and these can be used together with reductions of [[Health]] to create [[Critical Hits]] &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(another easier way is simply to increase the [[Damage]] provided)&lt;/ins&gt;. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l100&quot; &gt;Line 100:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 100:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Armor]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Armor]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Combos]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Combos]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Critical Hits]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Diegetically Outstanding Features]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Diegetically Outstanding Features]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Difficulty Levels]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Difficulty Levels]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23725&amp;oldid=prev</id>
		<title>Staffan Björk at 12:48, 24 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=23725&amp;oldid=prev"/>
				<updated>2015-08-24T12:48:39Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 12:48, 24 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to detect [[Surprise Attacks]], failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;&lt;/del&gt;Armor&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot; &lt;/del&gt;characteristics). &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Additional &lt;/del&gt;effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/del&gt;these can be used together with reductions of [[Health]] to create &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;special hits&lt;/del&gt;. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[&lt;/ins&gt;Armor&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]] &lt;/ins&gt;characteristics). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;In these cases the [[Damage]] are [[Energy Penalties]]. However, other &lt;/ins&gt;effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/ins&gt;these can be used together with reductions of [[Health]] to create &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Critical Hits]]&lt;/ins&gt;. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. How much [[Damage]] is actually given can however be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l49&quot; &gt;Line 49:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 49:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player/Character Skill Composites]] in games with [[Combat]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player/Character Skill Composites]] in games with [[Combat]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==== with [[Armor]] or [[Health]] ====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Energy Penalties]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Construction]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Construction]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l55&quot; &gt;Line 55:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 58:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Environmental Effects]] or [[Game Items]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Environmental Effects]] or [[Game Items]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==== with [[Health]] and [[Downtime]], [[Disruption of Focused Attention]], [[Skills]], [[Variable Accuracy]], [[Movement Limitations]], or [[Ability Losses]] ====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Critical Hits]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Moveable Tiles]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Moveable Tiles]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=21306&amp;oldid=prev</id>
		<title>Staffan Björk: /* Consequences */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=21306&amp;oldid=prev"/>
				<updated>2015-07-02T13:02:11Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Consequences&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 13:02, 2 July 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l33&quot; &gt;Line 33:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 33:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While accumulated [[Damage]] can make [[Player Killing]] possible in games, it can also be used to increase granularity to [[Combat]] by making attacks not directly lose [[Lives]]. This also allows modulation of [[Eliminate]] goals so that not one single successful attack eliminates an [[Enemies|Enemy]] but rather several successes are required. It can also introduce [[Deterioration]] to [[Game Items]] and destruction to [[Destructible Objects]], creating [[Risk/Reward]] consideration for using [[Construction]] when the results of this activity can be destroyed. In general, how much [[Damage]] can be received before more severe [[Penalties]] are inflicted modulates [[Risk/Reward]] choices players do when they are under risk of taking [[Damage]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;While accumulated [[Damage]] can make [[Player Killing]] possible in games, it can also be used to increase granularity to [[Combat]] by making attacks not directly lose [[Lives]]. This also allows modulation of [[Eliminate]] goals so that not one single successful attack eliminates an [[Enemies|Enemy]] but rather several successes are required. It can also introduce [[Deterioration]] to [[Game Items]] and destruction to [[Destructible Objects]], creating [[Risk/Reward]] consideration for using [[Construction]] when the results of this activity can be destroyed. In general, how much [[Damage]] can be received before more severe [[Penalties]] are inflicted modulates [[Risk/Reward]] choices players do when they are under risk of taking [[Damage]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like [[Lives]], [[Damage]] can be seen as a measure of how many times one may fail avoiding bad effects in a game before a more severe [[Penalties|Penalty]] is imposed. However, [[Damage]] works on a smaller scale and may have no effect on player's [[Freedom of Choice]] until the accumulated [[Damage]] is translated into another form of [[Penalties|Penalty]], typically the loss of [[Lives]] or the destruction of [[Units]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Like [[Lives]], [[Damage]] can be seen as a measure of how many times one may fail avoiding bad effects in a game before a more severe [[Penalties|Penalty]] is imposed&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. In this sense, it can be seen as a [[Resources|Resource]]&lt;/ins&gt;. However, [[Damage]] works on a smaller scale and may have no effect on player's [[Freedom of Choice]] until the accumulated [[Damage]] is translated into another form of [[Penalties|Penalty]], typically the loss of [[Lives]] or the destruction of [[Units]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Relations ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Relations ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=21305&amp;oldid=prev</id>
		<title>Staffan Björk: /* Relations */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=21305&amp;oldid=prev"/>
				<updated>2015-07-02T13:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Relations&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 13:01, 2 July 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l41&quot; &gt;Line 41:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 41:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Penalties]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Penalties]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player Killing]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Player Killing]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Resources]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Strategic Knowledge]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Surprises]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Surprises]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=19377&amp;oldid=prev</id>
		<title>Staffan Björk at 08:04, 21 September 2014</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=19377&amp;oldid=prev"/>
				<updated>2014-09-21T08:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:04, 21 September 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Designing [[Damage]] effects consist of deciding what causes it, how it is measured or what effects it causes, and who or what can be affected by it (see [[Ability Losses]], [[Decreased Abilities]], and [[Health]] for notes on reversing the effects of [[Damage]]). Most design where taking [[Damage]] once does not kill makes use [[Health]], so considering that pattern is often relevant when designing games where [[Damage]] can occur.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Designing [[Damage]] effects consist of deciding what causes it, how it is measured or what effects it causes, and who or what can be affected by it (see [[Ability Losses]], [[Decreased Abilities]], and [[Health]] for notes on reversing the effects of [[Damage]]). Most design where taking [[Damage]] once does not kill makes use [[Health]], so considering that pattern is often relevant when designing games where [[Damage]] can occur.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;failing to detect [[Surprise Attacks]], &lt;/ins&gt;failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l84&quot; &gt;Line 84:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 84:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Moveable Tiles]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Moveable Tiles]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Movement Limitations]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Movement Limitations]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Surprise Attacks]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tools]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Tools]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Vehicles]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Vehicles]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=17297&amp;oldid=prev</id>
		<title>Staffan Björk at 10:19, 10 January 2013</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=17297&amp;oldid=prev"/>
				<updated>2013-01-10T10:19:28Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 10:19, 10 January 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l21&quot; &gt;Line 21:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 21:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], loss of aiming in games with [[Variable Accuracy]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;How much [[Damage]] is given can be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The basic amount of [[Damage]] give is typically a fixed value or a combination of [[Dice]]. &lt;/ins&gt;How much [[Damage]] is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;actually &lt;/ins&gt;given can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;however &lt;/ins&gt;be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Avatars]], [[Characters]], and [[Units]] are common entities that can be affected by [[Damage]], but games can also let [[Diegetically Tangible Game Items]] in [[Game Worlds]] be affected by [[Damage]] if they are [[Destructible Objects]]. Typically, not all objects can be destroyed; a quite common solution is to make it possible to destroy the results of [[Construction]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Avatars]], [[Characters]], and [[Units]] are common entities that can be affected by [[Damage]], but games can also let [[Diegetically Tangible Game Items]] in [[Game Worlds]] be affected by [[Damage]] if they are [[Destructible Objects]]. Typically, not all objects can be destroyed; a quite common solution is to make it possible to destroy the results of [[Construction]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l94&quot; &gt;Line 94:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 94:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Diegetically Outstanding Features]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Diegetically Outstanding Features]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Difficulty Levels]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Difficulty Levels]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Dice]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dynamic Difficulty Adjustment]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Dynamic Difficulty Adjustment]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game State Indicators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game State Indicators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=14756&amp;oldid=prev</id>
		<title>Staffan Björk at 09:23, 24 September 2011</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=14756&amp;oldid=prev"/>
				<updated>2011-09-24T09:23:33Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 09:23, 24 September 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l19&quot; &gt;Line 19:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 19:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], loss of aiming in games with [[Variable Accuracy&lt;/ins&gt;]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;How much [[Damage]] is given can be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;How much [[Damage]] is given can be modulated by in many ways. One way is to introduce [[Risk/Reward]] aspects through that parts that are more difficult to hit suffer more [[Damage]] if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as [[Counter-Strike]]. [[Vulnerabilities]] give extra [[Damage]] if the attack is of a specific type or hits specific areas, and knowing about this is [[Strategic Knowledge]] if this is not obvious (this is often the case with [[Achilles' Heels]]). [[Combos]] is another option where succeeding with them result in increased [[Damage]]. [[Difficulty Levels]] and [[Dynamic Difficulty Adjustment]] can be used to regulate if games should have [[Challenging Gameplay]] or to achieve [[Player Balance|Player]] or [[Team Balance]]. The amount of [[Damage]] taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using [[Privileged Abilities]] (e.g. playing &amp;quot;blocking&amp;quot; [[Cards]] in [[:Category:Card Games|Card Games]]), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning [[Armor]] or activating [[Invulnerabilities]] (e.g. activating &amp;quot;übercharges&amp;quot; in [[Team Fortress 2]]). Permanent [[Invulnerabilities]] reduce the presence of the [[Damage]] pattern but does not have to eliminate it completely if several different types of [[Damage]] exist.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l74&quot; &gt;Line 74:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 74:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Risk/Reward]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Risk/Reward]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Skills]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Skills]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Units]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Units&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Variable Accuracy&lt;/ins&gt;]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Can Be Instantiated By ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Can Be Instantiated By ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=14027&amp;oldid=prev</id>
		<title>Staffan Björk at 11:28, 30 August 2011</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Damage&amp;diff=14027&amp;oldid=prev"/>
				<updated>2011-08-30T11:28:35Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 11:28, 30 August 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Line 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 17:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Designing [[Damage]] effects consist of deciding what causes it, how it is measured or what effects it causes, and who or what can be affected by it (see [[Ability Losses]], [[Decreased Abilities]], and [[Health]] for notes on reversing the effects of [[Damage]]). Most design where taking [[Damage]] once does not kill makes use [[Health]], so considering that pattern is often relevant when designing games where [[Damage]] can occur.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Designing [[Damage]] effects consist of deciding what causes it, how it is measured or what effects it causes, and who or what can be affected by it (see [[Ability Losses]], [[Decreased Abilities]], and [[Health]] for notes on reversing the effects of [[Damage]]). Most design where taking [[Damage]] once does not kill makes use [[Health]], so considering that pattern is often relevant when designing games where [[Damage]] can occur.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Weapons]] are an obvious choice for game entities that should cause [[Damage]], but other common examples include [[Vehicles]] (when they can be used to hit other entities) and [[Tools]] (when they can be used as improvised [[Weapons]]). [[Grand Theft Auto: San Andreas]] and the [[Battlefield series]] use all these options ([[Minecraft]] too except for [[Vehicles]] being ineffective). [[Environmental Effects]] and [[Traps]] is another source for [[Damage]] but in this case, the [[Damage]] they cause is often what defines them (it should be noted that [[Environmental Effects]] or [[Game Items]] that cause [[Damage]] can together be [[Traps]]). Taking another perspective, the cause for receiving [[Damage]] can be failing to succeed in [[Evade]] goals, or failing in [[Maneuvering]] to avoid [[Obstacles]] or [[Diegetically Tangible Game Items]]. [[Moveable Tiles]] are in this respect similar to [[Obstacles]] except that they may what moves instead of players' [[Focus Loci&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], and if this makes it impossible to hinder the [[Tiles]] from moving this is a type of [[Ultra-Powerful Events&lt;/ins&gt;]]. Less common reasons for [[Damage]] include not being [[King of the Hill]] or making [[Consumers]] perform actions where the needed [[Resources]] are described in terms of [[Health]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common type of [[Damage]] is simply a reduction of [[Health]] (sometimes called hit points but the [[Quake series]] shows how [[Damage]] can be used to reduce both [[Health]] and &amp;quot;Armor&amp;quot; characteristics). Additional effects such as forced [[Downtime]], [[Disruption of Focused Attention]], reduced [[Skills]], [[Movement Limitations]], and [[Ability Losses]] can be used to create [[Damage]], but these can be used together with reductions of [[Health]] to create special hits. Independent of how the [[Damage]] was caused its numerical values can either be fixed or be determined by a function. Fixed [[Damage]] values give [[Predictable Consequences]] while functions can be used to create [[Randomness]] and increase the potential interest for each time [[Damage]] is received. If [[Damage]] comes as effect of [[Surprises]], the severity of these are increased but the possibility of players' having [[Exaggerated Perception of Influence]] may be negatively affected. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l54&quot; &gt;Line 54:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 54:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Environmental Effects]] or [[Game Items]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Environmental Effects]] or [[Game Items]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==== with [[Moveable Tiles]] ====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Ultra-Powerful Events]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Can Modulate ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Can Modulate ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

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