Difference between revisions of "Vulnerabilities"

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== References ==
 
== References ==
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<references>
 
<references>
 
<ref name="Rollings">Rollings, A & Morris, D. Game Architecture and Design. (The Coriolis Group, 2000.) ISBN 1-57610-425-7</ref>
 
<ref name="Rollings">Rollings, A & Morris, D. Game Architecture and Design. (The Coriolis Group, 2000.) ISBN 1-57610-425-7</ref>
 
</references>
 
</references>
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== Acknowledgements ==
 
== Acknowledgements ==

Revision as of 08:34, 20 July 2011

Weaknesses that can be exploited by others.

This pattern is a still a stub.

Examples

In the fourth edition of Dungeons & Dragons, monsters that are vulnerable to a specific form of attack simply take a predetermined extra amount of damage each time such an attack hits them. GURPS has the disadvantage Vulnerability that multiplies damages from certain types of attack depending on how vulnerable one is.

The design of weapons and monsters in Quake have been described as having chains of vulnerabilities where one monster is vulnerable to one type of weapon, but that weapon makes the player vulnerable to another type of monster[1].

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Experimenting Strategic Planning Tactical Planning Enemies Weapons Ammunition Boss Monsters Strategic Knowledge


Can Instantiate

Rock-Paper-Scissors

with ...

Can Modulate

Combat

Can Be Instantiated By

Achilles' Heels

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Invulnerabilities

History

New pattern created in this wiki.

References

  1. Rollings, A & Morris, D. Game Architecture and Design. (The Coriolis Group, 2000.) ISBN 1-57610-425-7

Acknowledgements