Difference between revisions of "Damage"

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== Consequences ==
 
== Consequences ==
[[Damage]] is a form of [[Penalties|Penalty]] in games. Since the effect of [[Damage]] usually has [[Predictable Consequences]], both the possibility of [[Damage]] and actually suffering [[Damage]] can be causes of [[Tension]]. When [[Damage]] can come in many different forms or have different effect, knowing about these represent [[Strategic Knowledge]].  
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[[Damage]] is a form of [[Penalties|Penalty]] in games. Since the effect of [[Damage]] usually has [[Predictable Consequences]], both the possibility of [[Damage]] and actually suffering [[Damage]] can be causes of [[Tension]]. When [[Damage]] can come in many different forms or have different effect, knowing about these represent [[Strategic Knowledge]]. When [[Combat]] requires player skill, [[Damage]] can provide a system component to create [[Player/Character Skill Composites]].
When [[Combat]] requires players
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[[Damage]]  
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While it can make [[Player Killing]] possible in games, it can also be used to increase granularity to [[Combat]] by making attacks not directly lose [[Lives]] and introduce [[Deterioration]] to [[Game Items]] (and destruction to [[Destructible Objects]]). 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]].  
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While it can make [[Player Killing]] possible in games, it can also be used to increase granularity to [[Combat]] by making attacks not directly lose [[Lives]]. 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.
  
==== with [[Construction]] ====
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. 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]].
[[Risk/Reward]]
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=== Can Modulate ===
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[[Construction]],  
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[[Player/Character Skill Composites]],
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== Relations ==
 
== Relations ==

Revision as of 20:48, 16 July 2011

Decremental effects from actions or events that can lead to negative consequences.

This pattern is a still a stub.

Damage is an indication that players have failed to avoid the actions of enemies or dangerous objects in the game. The effects of Damage in most games are minor; it is mainly used as an indicator of how many times one may fail in a certain manor before more serious effects occur.

Examples

Left 4 Dead series

Few first-person shooters make all hits instantaneous kills. Rather they require players to succeed with shots or strikes several times, each one giving Damage, before killing their opponents.

Roleplaying games often have detailed rules for Damage, dividing character's bodies into different hit areas and having different consequences for taking Damage in each area.

In the board game RoboRally the first points of Damage reduced the number of cards received each round. However, more Damage makes some cards be repeated each turn and severely limit the possible actions each turn. Even more Damage destroys the robot.

Using the pattern

Designing a Damage effect consists of determining how damage is measured or what effects it causes, who or what can be affected by it, and if its effect can be reversed.

Avatars, Characters, and Units are common entities that can be affected by Damage, but games can also let objects in Game Worlds be affected by Damage if they are Destructible Objects.

what type of Damage is caused, how the severity of the Damage is calculated, how much accumulated Damage is needed before additional effects take place, if players can affect the severity of a Damage, and if Damages can be healed or repaired. If the Damage comes as an effect of a Surprise, the severity of the Surprise is increased but players Illusion of Influence may be negatively affected.

The most common type of Damage is simply a reduction of [Health]] (some times called hit points) or Armor. Additional effects such as forced Downtime and reduced Skills, or other Ability Losses, can be used to create other types of Damage, but these are often reserved for 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 function can be used to create Randomness and increase the potential interest for each time Damage is received.

Damage allows modulation of Eliminate goals so that not one single successful attack eliminates an opponent but rather several successes are required. How much Damage can be received before more severe Penalties are inflicted modulates the Risk/Reward choices player do when determining if the risk of Damage is worth the potential Rewards. Giving different Units different values for this breakpoint can be one dimension in creating Orthogonal Unit Differentiation.

Modulating damage by affecting where it is given can allow players to have an influence of the severity of Damage. An example of this is the possibility to do instantaneous kills with head shots in many first-person shooters. If it is not obvious where to hit to inflict greater damage, this area is an Achilles' Heels and the information is Strategic Knowledge.

Player may also diminish or cancel the amount of Damage they receive by counter or pre-emptive actions. Examples of counter actions include using Privileged Abilities (most common in games with the special effect as Cards) or performing blocking or parrying maneuvers. Examples of pre-emptive actions include gaining invulnerability or armor, both usually received as Privileged Abilities of Power-Ups or Pick-Ups.

The amount of Damage received is usually indicated by a Status Indicator in order for players to perceive the severity of the Damage and gain knowledge about what caused the Damage.

If Damages can be healed or repaired, they can make Resources such as health or armor into Renewable Resources. The actual effect of healing or repairing offers the same design choices as for other Renewable Resources.

The cause for receiving Damage is the most often due to failing to Evade the effects of Deadly Traps or Combat. Less common reasons for Damage include not being the King of the Hill or making a Consumer perform actions where the resources used are described in terms of Damage.

When Damage gives immediate effects, the most common types of effects are Ability Loss, forced Downtime, or Disruption of Focused Attention.

Can Modulate

Diegetically Tangible Game Items, Obstacles,

Can Instantiate

Environmental Effects, Traps

with Environmental Effects

Traps

with Game Items

Surprises, Traps

Can Be Instantiated By

Diegetically Tangible Game Items, Tools, Vehicles, Weapons

Can Be Modulated By

Armor, Combos, Difficulty Levels, Dynamic Difficulty Adjustment, Game State Indicators, Health, Movement Limitations, Predictable Consequences, Privileged Abilities, Randomness

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Damage is a form of Penalty in games. Since the effect of Damage usually has Predictable Consequences, both the possibility of Damage and actually suffering Damage can be causes of Tension. When Damage can come in many different forms or have different effect, knowing about these represent Strategic Knowledge. When Combat requires player skill, Damage can provide a system component to create Player/Character Skill Composites.

While it can make Player Killing possible in games, it can also be used to increase granularity to Combat by making attacks not directly lose Lives. 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.

. 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 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 Penalty, typically the loss of Lives or the destruction of Units.

Relations

Can Instantiate

Deterioration, Environmental Effects, Penalties, Player Killing, Strategic Knowledge, Tension, Traps

Player/Character Skill Composites in games with Combat

with Construction

Risk/Reward

with Environmental Effects

Traps

with Game Items

Surprises, Traps

Can Modulate

Avatars, Characters, Combat, Construction, Destructible Objects, Diegetically Tangible Game Items, Game Items, Lives, Obstacles, Units

Can Be Instantiated By

Diegetically Tangible Game Items, Tools, Vehicles, Weapons

Can Be Modulated By

Armor, Combos, Difficulty Levels, Dynamic Difficulty Adjustment, Game State Indicators, Health, Movement Limitations, Predictable Consequences, Privileged Abilities, Randomness

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Damage that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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