Difference between revisions of "Combat"
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[[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], and [[Weapons]]. [[Imperfect Information]] may relate to the various patterns above of to the combat environment through [[Fog of War]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]] and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. | [[Combat]] is the means to achieving [[Capture]], [[Overcome]], or [[Eliminate]] goals against [[Enemies]] so these need to be present in order for [[Combat]] to occur in games. While these goals may be reason enough for [[Combat]], wanting [[Area Control]] or [[Loot]] is often an underlying cause. A number of patterns can then be applied to the [[Combat]] to modify this, including [[Achilles' Heels]], [[Always Vulnerable]], [[Armor]], [[Attributes]], [[Combos]], [[Damage]], [[Friendly Fire]], [[Health]], [[Invulnerabilities]], [[Privileged Abilities]], [[Safe Havens]], [[Skills]], [[Tools]], [[Vulnerabilities]], and [[Weapons]]. [[Imperfect Information]] may relate to the various patterns above of to the combat environment through [[Fog of War]]. [[Randomness]] is ''very'' common and often used to allow [[Critical Hits]] to cause more or special types of [[Damage]]. The design of [[Game Worlds]] or [[Levels]] can heavily influence how [[Combat]] unfolds or where players seek to have [[Combat]]: [[Arenas]], [[Choke Points]], [[Environmental Effects]], [[Flanking Routes]], [[Galleries]] and [[Sniper Locations]] are all examples of possibilities here, and these can lead to activities such as sniping or [[Camping]]. | ||
− | One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them. | + | One thing [[Combat]] requires is at least two different sides fighting each other. This can be entirely [[Avatars]] or [[Units]] controlled by players, [[Non-Player Characters]] with [[Preventing Goals]], or [[Enemies]] controlled by [[Dedicated Game Facilitators]]; the use of [[Algorithmic Agents]] can allow [[Single-Player Games]] to have [[Combat]]. Players fortunes in [[Combat]] can change from being only depending on their gameplay skills to being the result of [[Player/Character Skill Composites]] if [[Attributes]] or [[Skills]] are used to affect evaluation functions related to [[Combat]]. [[Combat]] is common in [[Massively Multiplayer Online Games]], either as [[PvP]] or [[PvE]], while in games on social media platforms, e.g. [[Empires & Allies]], let players have [[Safe Havens]] through providing them with [[Private Game Spaces]] unless they let their [[Neighbors]] attack them. |
Beyond these specifics of all these design options, a highly influencing factor on how [[Combat]] can be designed in games is whether they are [[Real-Time Games]] or [[Turn-Based Games]]. [[Line of Sight]] is quite frequently used both but for different reasons: in [[Turn-Based Games]] they are used to simulate the paths of projectiles while they are often present "for free" in [[Real-Time Games]] due to the use of [[Aim & Shoot]] actions to perform [[Combat]]. | Beyond these specifics of all these design options, a highly influencing factor on how [[Combat]] can be designed in games is whether they are [[Real-Time Games]] or [[Turn-Based Games]]. [[Line of Sight]] is quite frequently used both but for different reasons: in [[Turn-Based Games]] they are used to simulate the paths of projectiles while they are often present "for free" in [[Real-Time Games]] due to the use of [[Aim & Shoot]] actions to perform [[Combat]]. | ||
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In [[Turn-Based Games]], [[Combat]] are usually based on complex evaluation functions or a large number of simpler evaluation functions, and gameplay concerns trying to make game states have as many favorable modifiers as possible. In these types of games, [[Budgeted Action Points]] can be used to allow several [[Combat]] actions to be performed in one turn and increase the [[Trade-offs]] between different possible actions (e.g. [[Space Hulk]] or the [[Fallout series]]). [[Imperfect Information]] exists mainly due to not knowing the opponents strengths, weaknesses, and configurations, while [[Randomness]] is usually instantiated through [[Dice]] or the equivalent. | In [[Turn-Based Games]], [[Combat]] are usually based on complex evaluation functions or a large number of simpler evaluation functions, and gameplay concerns trying to make game states have as many favorable modifiers as possible. In these types of games, [[Budgeted Action Points]] can be used to allow several [[Combat]] actions to be performed in one turn and increase the [[Trade-offs]] between different possible actions (e.g. [[Space Hulk]] or the [[Fallout series]]). [[Imperfect Information]] exists mainly due to not knowing the opponents strengths, weaknesses, and configurations, while [[Randomness]] is usually instantiated through [[Dice]] or the equivalent. | ||
− | [[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]], and may be modulated by [[Auto-Aim]] support. For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers. | + | [[Real-Time Games]] may have as advanced evaluation functions as [[Turn-Based Games]], but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control [[Avatars]] or [[Units]] since the latter requires [[Attention Swapping]]. [[Aim & Shoot]] is common in [[Real-Time Games]], and may be modulated by [[Variable Accuracy]] and [[Auto-Aim]] support (both which can make [[Player/Character Skill Composites]] present in the game). For these types of [[Combat]], [[Imperfect Information]] is often due to bad players having [[Game State Overview]]. To avoid [[Repeated Domination]] due to this, [[Killcams]] can be used to reveal the location of killers. |
If [[Combat]] is the only activity in the game, as is the case in fighting games, it is often structured in [[Tournaments]] to allow [[Perceivable Margins]] and [[Higher-Level Closures as Gameplay Progresses]] by having more difficult opponents appear later in the [[Tournament]]. [[:Category:Fighting Games|Fighting Games]] also often combine [[Combat]] losses with [[Player Elimination]]. Games where players engage in activities other than [[Combat]] usually make use of [[Lives]] and penalize loss of [[Lives]] by [[Ability Losses]] and [[Spawning]] at earlier locations. [[Real-Time Games]] with [[Teams]] and [[Friendly Fire]] often have special [[Penalties]] for team killing. | If [[Combat]] is the only activity in the game, as is the case in fighting games, it is often structured in [[Tournaments]] to allow [[Perceivable Margins]] and [[Higher-Level Closures as Gameplay Progresses]] by having more difficult opponents appear later in the [[Tournament]]. [[:Category:Fighting Games|Fighting Games]] also often combine [[Combat]] losses with [[Player Elimination]]. Games where players engage in activities other than [[Combat]] usually make use of [[Lives]] and penalize loss of [[Lives]] by [[Ability Losses]] and [[Spawning]] at earlier locations. [[Real-Time Games]] with [[Teams]] and [[Friendly Fire]] often have special [[Penalties]] for team killing. | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Improved Abilities]], | [[Improved Abilities]], | ||
− | |||
[[Strategic Knowledge]], | [[Strategic Knowledge]], | ||
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[[Tools]], | [[Tools]], | ||
[[Turn-Based Games]], | [[Turn-Based Games]], | ||
+ | [[Variable Accuracy]], | ||
[[Vulnerabilities]], | [[Vulnerabilities]], | ||
[[Weapons]] | [[Weapons]] |
Revision as of 22:40, 9 August 2011
Actions where the intent is to kill or otherwise overcome opponents.
This pattern is a still a stub.
Symbolizing the actions between game elements in games as Combat is one of the oldest and most common ways to give games themes. By doing so, the theme of the game contains a link with the real-world competition between players as well as alludes to the tension, uncertainty, and importance of the real-world equivalent. Combat in games give players clear goals and opponents and gives clear indication of what players have succeeded and what players have failed.
Contents
Examples
First-person shooters' main challenge is to kill or otherwise overcome the enemies found in the game.
Fighting games such as the Dead or Alive, Tekken, or Mortal Kombat focus purely on Combat, with Meta Goals of unlocking new characters or new costumes.
Some games have Combat as optional components. Players of Empires & Allies can be safe from other players' attacks by declaring neutrality and those playing Race for the Galaxy can avoid Combat by not playing some types of cards. Although Combat is most often a big part of the gameplay in the Fallout series there is often peaceful ways of resolving quests.
Using the pattern
Combat is the means to achieving Capture, Overcome, or Eliminate goals against Enemies so these need to be present in order for Combat to occur in games. While these goals may be reason enough for Combat, wanting Area Control or Loot is often an underlying cause. A number of patterns can then be applied to the Combat to modify this, including Achilles' Heels, Always Vulnerable, Armor, Attributes, Combos, Damage, Friendly Fire, Health, Invulnerabilities, Privileged Abilities, Safe Havens, Skills, Tools, Vulnerabilities, and Weapons. Imperfect Information may relate to the various patterns above of to the combat environment through Fog of War. Randomness is very common and often used to allow Critical Hits to cause more or special types of Damage. The design of Game Worlds or Levels can heavily influence how Combat unfolds or where players seek to have Combat: Arenas, Choke Points, Environmental Effects, Flanking Routes, Galleries and Sniper Locations are all examples of possibilities here, and these can lead to activities such as sniping or Camping.
One thing Combat requires is at least two different sides fighting each other. This can be entirely Avatars or Units controlled by players, Non-Player Characters with Preventing Goals, or Enemies controlled by Dedicated Game Facilitators; the use of Algorithmic Agents can allow Single-Player Games to have Combat. Players fortunes in Combat can change from being only depending on their gameplay skills to being the result of Player/Character Skill Composites if Attributes or Skills are used to affect evaluation functions related to Combat. Combat is common in Massively Multiplayer Online Games, either as PvP or PvE, while in games on social media platforms, e.g. Empires & Allies, let players have Safe Havens through providing them with Private Game Spaces unless they let their Neighbors attack them.
Beyond these specifics of all these design options, a highly influencing factor on how Combat can be designed in games is whether they are Real-Time Games or Turn-Based Games. Line of Sight is quite frequently used both but for different reasons: in Turn-Based Games they are used to simulate the paths of projectiles while they are often present "for free" in Real-Time Games due to the use of Aim & Shoot actions to perform Combat.
In Turn-Based Games, Combat are usually based on complex evaluation functions or a large number of simpler evaluation functions, and gameplay concerns trying to make game states have as many favorable modifiers as possible. In these types of games, Budgeted Action Points can be used to allow several Combat actions to be performed in one turn and increase the Trade-offs between different possible actions (e.g. Space Hulk or the Fallout series). Imperfect Information exists mainly due to not knowing the opponents strengths, weaknesses, and configurations, while Randomness is usually instantiated through Dice or the equivalent.
Real-Time Games may have as advanced evaluation functions as Turn-Based Games, but players usually do not have the possibilities of considering all of these. Here, a main difference may be if players control Avatars or Units since the latter requires Attention Swapping. Aim & Shoot is common in Real-Time Games, and may be modulated by Variable Accuracy and Auto-Aim support (both which can make Player/Character Skill Composites present in the game). For these types of Combat, Imperfect Information is often due to bad players having Game State Overview. To avoid Repeated Domination due to this, Killcams can be used to reveal the location of killers.
If Combat is the only activity in the game, as is the case in fighting games, it is often structured in Tournaments to allow Perceivable Margins and Higher-Level Closures as Gameplay Progresses by having more difficult opponents appear later in the Tournament. Fighting Games also often combine Combat losses with Player Elimination. Games where players engage in activities other than Combat usually make use of Lives and penalize loss of Lives by Ability Losses and Spawning at earlier locations. Real-Time Games with Teams and Friendly Fire often have special Penalties for team killing.
While Boss Monsters may in some games be defeated by the same type of Combat that can defeat other Enemies, some games make regular Combat impossible against them to either require other types of solutions or to keep the Boss Monsters alive to a later stage in the gameplay.
Can Be Modulated By
Improved Abilities, Strategic Knowledge,
Consequences
Combat provides a direct way for players to deal with Conflicts in games, but since the players' Enemies may cause problems through the Combat it may also be Attention Demanding and cause Tension. Since Combat postulates a presence of an opposing force, games with Combat are more likely to have Challenging Gameplay than those without. Combat typically can lead to the loss of Units or removal of Destructible Objects, and in the case of games with Avatars to Player Killing. Player Elimination can in turn be a consequence of any of these.
When the participating in Combat is optional, or when whom to attack is optional, players have a Freedom of Choice and need to consider the Risk/Reward and Trade-Offs that exist between participating in the Combat or performing other activities. Choosing to attack other players will most likely reveal that these Actions Have Diegetically Social Consequences, especially in games that have Player Killing or Player Elimination. Players can also have Freedom of Choice in Combat when they can attack in several different ways, and this is also typically offers Risk/Reward choices and Trade-Offs.
Combat that is combined with Capture can make Timing or the execution of Dexterity-Based Actions important in games. How well this or other types of Combat is performed can be the basis for Character Development, e.g. by giving Experience Points (as for example Dungeons & Dragons or Return to Castle Wolfenstein: Enemy Territory does). When the success or failure of an attack depends on player skill but the Damage depends on game statistics of Weapons or Powers, this is an example of Player/Character Skill Composites.
Relations
Can Instantiate
Actions Have Diegetically Social Consequences, Attention Demanding, Challenging Gameplay, Destructible Objects, Freedom of Choice, Player Elimination, Player Killing, PvE, PvP, Risk/Reward, Tension, Trade-Offs
with Capture
Dexterity-Based Actions, Timing
with Damage
Player/Character Skill Composites
Can Modulate
Area Control, Character Development, Conflicts, Experience Points, Massively Multiplayer Online Games, Units
Can Be Instantiated By
Aim & Shoot, Avatars, Capture, Eliminate, Enemies, Overcome, Tournaments, Units
Algorithmic Agents together with Single-Player Games
Non-Player Characters together with Preventing Goals
Can Be Modulated By
Achilles' Heels, Aim & Shoot, Always Vulnerable, Arenas, Armor, Attributes, Budgeted Action Points, Camping, Choke Points, Combos, Critical Hits, Damage, Dedicated Game Facilitators, Environmental Effects, Flanking Routes, Fog of War, Friendly Fire, Galleries, Health, Imperfect Information, Improved Abilities, Invulnerabilities, Killcams, Line of Sight, Lives, Loot, Neighbors, Player/Character Skill Composites, Privileged Abilities, Randomness, Real-Time Games, Safe Havens, Skills, Sniper Locations, Strategic Knowledge, Tools, Turn-Based Games, Variable Accuracy, Vulnerabilities, Weapons
Possible Closure Effects
-
Potentially Conflicting With
Boss Monsters, Private Game Spaces
History
An updated version of the pattern Combat 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.
Acknowledgements
-