Difference between revisions of "Improved Abilities"
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− | [[Improved Abilities]] give players [[Empowerment]] by making the [[Abilities]] of [[Abstract Player Constructs]], [[Avatars]], or [[Characters]] more potent and can through this promote [[Competence Areas]]. The improvement is typically [[Rewards]] for completing [[Gain Competence]] goals or the acquisition of various types of [[Controllers]], [[Equipment]], or [[Vehicles]] as part of [[Gain Ownership]] goals. Gaining [[Improved Abilities]] create [[Supporting Goals]] as well, as they empower players to influence the game state and create [[Exaggerated Perception of Influence]]. | + | [[Improved Abilities]] give players [[Empowerment]] by making the [[Abilities]] of [[Abstract Player Constructs]], [[Avatars]], or [[Characters]] more potent and can through this promote [[Competence Areas]]. The improvement is typically [[Rewards]] for completing [[Gain Competence]] goals or the acquisition of various types of [[Controllers]], [[Equipment]], [[Sets]], [Tools]], or [[Vehicles]] as part of [[Gain Ownership]] goals. Gaining [[Improved Abilities]] create [[Supporting Goals]] as well, as they empower players to influence the game state and create [[Exaggerated Perception of Influence]]. |
Like [[New Abilities]], the improvement of [[Abilities]] is a form of [[Abstract Player Construct Development]] or [[Character Development]], and when players' are given a [[Freedom of Choice]] to affect what [[Abilities]] are improved, it also gives rise to [[Player-Planned Development]]. In games with [[Teams]], the development also becomes [[Team Development]], potentially with the additional effect of [[Orthogonal Differentiation]]. [[Improved Abilities]] can also, like [[New Abilities]], give rise to [[Red Queen Dilemmas]] when competing players can improve abilities during gameplay so that they are equally matched. | Like [[New Abilities]], the improvement of [[Abilities]] is a form of [[Abstract Player Construct Development]] or [[Character Development]], and when players' are given a [[Freedom of Choice]] to affect what [[Abilities]] are improved, it also gives rise to [[Player-Planned Development]]. In games with [[Teams]], the development also becomes [[Team Development]], potentially with the additional effect of [[Orthogonal Differentiation]]. [[Improved Abilities]] can also, like [[New Abilities]], give rise to [[Red Queen Dilemmas]] when competing players can improve abilities during gameplay so that they are equally matched. | ||
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=== Can Modulate === | === Can Modulate === |
Revision as of 18:32, 22 June 2011
The event of abilities improving their efficiency.
This pattern is a still a stub.
Improved Abilities are not the physical or mental abilities of players; they are the effects of the game state upon the evaluation functions of actions.
Players can progress in games by having their actions effect on the Game World increase and by having greater chances of succeeding. When these chances or effects have improved, the players have received Improved Abilities and have greater chances of completing goals or otherwise influencing the game state.
Contents
Examples
Example: Tabletop roleplaying games often describe players' skill in an area with a value, and succeeding with the skill requires players to roll below the value with a die. Improvement of these skills is done simply by increasing the associated value.
Example: Chargers and power-ups in racing games often give vehicles a speed boost or raise the maximum speed possible without further affecting players' possible actions.
Using the pattern
Improved Abilities most often raise players' chance to succeed with actions or make the effects of their actions more powerful. The difference between New Abilities and Improved Abilities is often one of scale or perspective: are the abilities activated in the same fashion as before, do they affect the same parts of the game state, and are does the Alternative Reality explain them as being different or the same? Improved Abilities are often easier to explain within a Consistent Reality Logic than New Abilities, as the pattern can use increases of Skills of Characters or Avatars. Power-Ups and Chargers are common game elements used to provide temporary Improved Abilities with Time Limits, while Tools give improvements as long as they are carried. Another way to give players Improved Abilities is to make their actions require fewer Resources, thereby letting players make more efficient use of Limited Resources.
As a Balancing Effect, Diminishing Returns can be used to avoid letting players with powerful abilities more easily get Improved Abilities than other players. In the same way, New Abilities can be balanced by Ability Losses in other Competence Areas; game design can have Balancing Effects by linking Decreased Abilities in some areas to Improved Abilities in others.
Can Be Instantiated By
Controllers, Equipment, Sets, Tools, Vehicles, Weapons
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Improved Abilities give players Empowerment by making the Abilities of Abstract Player Constructs, Avatars, or Characters more potent and can through this promote Competence Areas. The improvement is typically Rewards for completing Gain Competence goals or the acquisition of various types of Controllers, Equipment, Sets, [Tools]], or Vehicles as part of Gain Ownership goals. Gaining Improved Abilities create Supporting Goals as well, as they empower players to influence the game state and create Exaggerated Perception of Influence.
Like New Abilities, the improvement of Abilities is a form of Abstract Player Construct Development or Character Development, and when players' are given a Freedom of Choice to affect what Abilities are improved, it also gives rise to Player-Planned Development. In games with Teams, the development also becomes Team Development, potentially with the additional effect of Orthogonal Differentiation. Improved Abilities can also, like New Abilities, give rise to Red Queen Dilemmas when competing players can improve abilities during gameplay so that they are equally matched.
Can Instantiate
Balancing Effects, Challenging Gameplay, Character Defining Actions, Difficulty Levels, Environmental Effects,
with Abstract Player Construct Development or Character Development
Paper-Rock-Scissors, Varied Gameplay
Ammunition
with Boss Monsters
Decreased Abilities
with Enemies
Can Modulate
Ammunition, Factions, Freedom of Choice, Power-Ups
Potentially Conflicting With
Relations
Can Instantiate
Abstract Player Construct Development, Balancing Effects, Character Defining Actions, Character Development, Competence Areas, Difficulty Levels, Empowerment, Environmental Effects, Exaggerated Perception of Influence, Gain Competence, Red Queen Dilemmas, Rewards, Supporting Goals
with Abstract Player Construct Development or Character Development
Paper-Rock-Scissors, Varied Gameplay
Ammunition
with Boss Monsters
with Controllers, Sets or Tools
Decreased Abilities
with Enemies
with Freedom of Choice
with Teams
Orthogonal Differentiation, Team Development
with Tools
Can Modulate
Abilities, Abstract Player Constructs, Ammunition, Attributes, Avatars, Challenging Gameplay, Characters, Factions, Freedom of Choice, Power-Ups Powers, Skills
Can Be Instantiated By
Controllers, Equipment, Sets, Tools, Vehicles, Weapons
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Improved Abilities that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.