Difference between revisions of "Location-Fixed Abilities"
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[[Strategic Locations]], | [[Strategic Locations]], | ||
[[Ultra-Powerful Events]] | [[Ultra-Powerful Events]] | ||
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+ | [[Luck]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 07:05, 26 June 2011
Abilities only available at certain locations in game worlds.
This pattern is a still a stub.
Contents
Examples
Cannons in Super Mario 64
Chargers that give players extra speed boosts exists in both the Mario Kart series and F-Zero GX. Pit stops in Formula D show that Board Games dealing with racing also can have Location-Fixed Abilities.
Several First-Person Shooters include stationary weapons. The 40mm Bofors Anti-Aircraft Gun and FIM-92 Stinger are examples from the Battlefield series that provide Location-Fixed Abilities while the Left 4 Dead series has mounted mini-guns and heavy machine guns that the players can find.
Computer-based Roleplaying Games often have Location-Fixed Abilities in the form of immobile non-player characters. Torchlight, the Dragon Age series, and the Fable series are examples of this, and to a lesser extent this is also true for NetHack and the Fallout series since the NPCs providing services there do move about somewhat. The Legend of Zelda series and Assassin's Creed series are examples of other computer-based games also having stationary NPCs providing services to the players.
Using the pattern
Location-Fixed Abilities can be created through either creating Environmental Effects in Game Worlds or placing immobile Game Items which affect Abilities within them. Chargers and Safe Havens are common examples of Environmental Effects while Game Items that can be used for this purpose include Controllers, Installations, and Self-Service Kiosks.
One design option regarding Location-Fixed Abilities is who controls the Abilities and this also determines who will be seen as having the Abilities. Those that activate automatically when players enter their spaces or "activation zones" will probably be viewed as belonging to that area while Abilities only activated by player actions will be viewed as their (temporary) Abilities. Although not part of the pattern proper, how Movement is done in a game heavily affects Location-Fixed Abilities; when it is not under players control, entering or missing a space with a Location-Fixed Ability is a question of Luck rather than player skill. Snakes and Ladders and Monopoly are examples of games with these designs.
Diegetic Aspects
Unless their use or appearance naturally draws attention to them, it may be advisable to consider making Location-Fixed Abilities have Diegetically Outstanding Features. This since being aware of them can be important given their potential affect on gameplay.
Interface Aspects
See above.
Consequences
Location-Fixed Abilities modify the Abilities of Avatars or Units by providing New or Improved Abilities at specific locations in Game Worlds. They can be Strategic Locations if the New Abilities are vital for gameplay or if the improvements can be used to gain significant advantages.
Location-Fixed Abilities can give players an increase Freedom of Choice when they can control if they should go to them or not, and choose if they want to use the Abilities or not. Those that activate automatically in contrast provide Ultra-Powerful Events.
Relations
Can Instantiate
Freedom of Choice, Strategic Locations, Ultra-Powerful Events
with Movement
Can Modulate
Avatars, Abilities, Improved Abilities, New Abilities, Units
Can Be Instantiated By
Controllers, Chargers, Installations, Environmental Effects, Safe Havens, Self-Service Kiosks
Can Be Modulated By
Diegetically Outstanding Features, Movement
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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