Difference between revisions of "Vulnerabilities"
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== References == | == References == | ||
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<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.
Contents
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
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Rollings, A & Morris, D. Game Architecture and Design. (The Coriolis Group, 2000.) ISBN 1-57610-425-7