Difference between revisions of "Decreased Abilities"
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A common place for Decreased Abilities to occur in gameplay is as the consequences of Player Killing, either represented through the loss of Tools or experience. | A common place for Decreased Abilities to occur in gameplay is as the consequences of Player Killing, either represented through the loss of Tools or experience. | ||
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[[Balancing Effects]], | [[Balancing Effects]], | ||
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[[Dynamic Difficulty Adjustment]], | [[Dynamic Difficulty Adjustment]], | ||
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[[Environmental Effects]], | [[Environmental Effects]], | ||
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[[Movement Limitations]], | [[Movement Limitations]], | ||
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==== with [[Ammunition]] ==== | ==== with [[Ammunition]] ==== | ||
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[[Balancing Effects]], | [[Balancing Effects]], | ||
[[Tradeoffs]] | [[Tradeoffs]] | ||
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==== with [[Improved Abilities]] ==== | ==== with [[Improved Abilities]] ==== | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Ammunition]], | [[Ammunition]], | ||
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[[Characters]], | [[Characters]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
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[[Skills]] | [[Skills]] | ||
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+ | === Can Be Instantiated By === | ||
+ | [[Armor]], | ||
+ | [[Equipment]] | ||
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+ | === Can Be Modulated By === | ||
+ | [[Time Limits]] | ||
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+ | === Diegetic Aspects === | ||
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+ | === Interface Aspects === | ||
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+ | === Narrative Aspects === | ||
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+ | == Consequences == | ||
+ | [[Decreased Abilities]] are often intended as [[Penalties]] related to [[Abilities]], or if not perceived as such most of the time anyway. They may hinder players to feel a [[Exaggerated Perception of Influence]] and may result in total [[Ability Losses]] if the [[Abilities]] are decreased so much that the chances of success become zero. Unlike definite [[Ability Losses]], [[Decreased Abilities]] can be used to modulate the how [[Challenging Gameplay]] a game should have without necessarily affecting how [[Complex Gameplay]] it has. While this possibility can be built into the rules of the same to support [[Balancing Effects]] or [[Dynamic Difficulty Adjustment]], it can also instantiate [[Difficulty Levels]] by leaving up to the players to select how much [[Decreased Abilities]] they should have before actual gameplay begin. It can be used in the same way to create [[Handicap Systems]] but these may be regulated by [[Dedicated Game Facilitators]] just as well as players. | ||
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+ | When sprung upon unaware players, [[Decreased Abilities]] can be [[Surprises]] and be the negative effects of [[Traps]]. Examples of other patterns with can be combined with [[Decreased Abilities]] for this purpose include [[Environmental Effects]], [[Equipment]], and [[Game Items]] when these look harmless. | ||
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+ | If given a narrative framing, [[Decreased Abilities]] can be part of both [[Abstract Player Construct Development]] and [[Character Development]]. | ||
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+ | [[Decreased Abilities]] can be used to negatively define [[Orthogonal Differentiation]]. This kind of differentiation typical is an emergent feature due to different levels of [[Damage]] or depletion of [[Resources]] between [[Units]] or players in a team. | ||
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+ | === Can Instantiate === | ||
+ | [[Gain Competence]], | ||
+ | [[Safe Havens]], | ||
== Relations == | == Relations == | ||
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[[Gain Competence]], | [[Gain Competence]], | ||
[[Handicap Systems]], | [[Handicap Systems]], | ||
+ | [[Orthogonal Differentiation]], | ||
[[Movement Limitations]], | [[Movement Limitations]], | ||
[[Penalties]], | [[Penalties]], |
Revision as of 07:15, 29 June 2011
The event of abilities decreasing their efficiency.
This pattern is a still a stub.
Many games have events that make players' future actions have less effect, or less chance of succeeding, than they originally had. These Decreased Abilities can be the consequences of running out of Resources or being affected by hostile actions but require players to use the abilities more efficiently to reach the same level of effect as previously.
Contents
Examples
Each point of damage received in RoboRally gives the player one card less at the beginning of each turn. As these cards are used to program a robot's movement, the reduction in number of cards effectively reduces the player's ability to control the robot.
Being hit by an ice cube or polygon ball weapon in the Monkey Race 2 party game in Super Monkey Ball 2 significantly reduces players' top speed and ability to steer.
Using the pattern
Instantiating Decreased Abilities can easily be done by changing the values in the game state that are part of the evaluation functions of an action. Typically, this is motivated by changes in Skills of Characters or Units. An indirect way of achieving Decreased Abilities is to require use of Limited Resources, and maybe Non-Renewable Resources, so that players have to make Risk/Reward choices of whether to use the action. This limits the Freedom of Choice when the players can use the actions. Reducing the amount of Resources a player can access or store is another way to combine Decreased Abilities with Limited Resources.
Decreased Abilities are often used as Penalties to affect Player Balance. When the effect of this needs to be modulated, Time Limits of the decrease or complementing Improved Abilities in other areas can be used to achieve a Balancing Effect.
A common place for Decreased Abilities to occur in gameplay is as the consequences of Player Killing, either represented through the loss of Tools or experience.
Balancing Effects, Dynamic Difficulty Adjustment,
Environmental Effects, Movement Limitations,
with Ammunition
with Armor
with Improved Abilities
with Time Limits
Can Modulate
Ammunition, Characters, Freedom of Choice, Game Items, Units
with Armor
Can Be Instantiated By
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Decreased Abilities are often intended as Penalties related to Abilities, or if not perceived as such most of the time anyway. They may hinder players to feel a Exaggerated Perception of Influence and may result in total Ability Losses if the Abilities are decreased so much that the chances of success become zero. Unlike definite Ability Losses, Decreased Abilities can be used to modulate the how Challenging Gameplay a game should have without necessarily affecting how Complex Gameplay it has. While this possibility can be built into the rules of the same to support Balancing Effects or Dynamic Difficulty Adjustment, it can also instantiate Difficulty Levels by leaving up to the players to select how much Decreased Abilities they should have before actual gameplay begin. It can be used in the same way to create Handicap Systems but these may be regulated by Dedicated Game Facilitators just as well as players.
When sprung upon unaware players, Decreased Abilities can be Surprises and be the negative effects of Traps. Examples of other patterns with can be combined with Decreased Abilities for this purpose include Environmental Effects, Equipment, and Game Items when these look harmless.
If given a narrative framing, Decreased Abilities can be part of both Abstract Player Construct Development and Character Development.
Decreased Abilities can be used to negatively define Orthogonal Differentiation. This kind of differentiation typical is an emergent feature due to different levels of Damage or depletion of Resources between Units or players in a team.
Can Instantiate
Relations
Can Instantiate
Ability Losses, Abstract Player Construct Development, Balancing Effects, Character Development, Difficulty Levels, Dynamic Difficulty Adjustment, Environmental Effects, Gain Competence, Handicap Systems, Orthogonal Differentiation, Movement Limitations, Penalties, Safe Havens, Traps
with Ammunition
with Armor
with Environmental Effects, Equipment, or Game Items
with Improved Abilities
with Time Limits
Can Modulate
Abilities, Ammunition, Challenging Gameplay, Characters, Freedom of Choice, Game Items, Units
with Armor
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Exaggerated Perception of Influence
History
An updated version of the pattern Decreased 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.