Difference between revisions of "Orthogonal Differentiation"

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== Using the pattern ==
 
== Using the pattern ==
Orthogonal Unit Differentiation is achieved through Asymmetric Abilities, typically by designed New Abilities for Units or Characters. Not all abilities have to be Privileged Abilities and a differentiation can also be achieved by Improved Abilities and Decreased Abilities as long as not all Units and Characters have the abilities. Typical areas where Orthogonal Unit Differentiation is used is the way they can cause Damage, what Skills they can have, what Combos they can perform, how they affect Fog of War, and what types of Privileged Movement they have (and if not all Units can move, Movement in itself may be a way to have differentiation). Inaccessible Areas provide two different levels of abilities that can be used to create differentiation: the ability to enter them and the ability to be inside them without taking Damage.
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[[Orthogonal Differentiation]] is used in games either to provide more gameplay without increasing production costs or create more [[Complex Gameplay]], or both. The difference in functional abilities can either exists between different game entities under the same player's control or between those of different players' control. An alternative is to have [[Orthogonal Differentiation]] between [[Enemies]]. It is achieved through [[Asymmetric Abilities]] between [[Characters]] or [[Units]]. However, [[Asymmetric Abilities]] is not enough since the differences need to be in type rather than in degree. Although [[Privileged Abilities]] guarantees important differences in [[Abilities]], [[New Abilities|New]] or [[Improved Abilities]] can also provide [[Competence Areas]]; even [[Ability Losses]] and [[Decreased Abilities]] can be used for this.
  
The difference in functional abilities either exists between different Units under the same player's control or between the Characters or groups of Units under different players' control. The requirement of using Privileged Abilities make it difficult to provide symmetric abilities on the same level as the Orthogonal Unit Differentiation, but one can combine the two through Symmetry, for example have all Units belong to a player have the same abilities while having the abilities of Units differ between players. In games with Team Play, having Symmetry between teams that within them have Orthogonal Unit Differentiation allows Team Balance while providing Varied Gameplay and letting players have Competence Areas.
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Typical areas where [[Orthogonal Differentiation]] is used include the ways to do [[Damage]], availability of [[Skills]] and [[Combos]], effects of [[Fog of War]], and differences in how [[Movement]] can be done due to [[Privileged Movement]].
 
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=== Can Modulate ===
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[[Enemies]],  
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[[Characters]],
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[[Units]]
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=== Can Be Instantiated By ===
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[[Combos]],  
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[[Competence Areas]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Asymmetric Abilities]],
 
[[Combos]],  
 
[[Combos]],  
 
[[Competence Areas]]
 
[[Competence Areas]]

Revision as of 21:54, 20 August 2011

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This pattern is a still a stub.

When Units in a game can be described by actions, abilities, and characteristics that are orthogonal to each other regarding functionality. One of the uses of many game pieces or units in a game is to provide players with different types of abilities. When the abilities and functionality of these are not only quantitative but qualitative the game has Orthogonal Unit Differentiation. This give the different game pieces additional value since they represent the only ways for players to perform certain actions. Not all or many aspects of a units needs to be unique, often it is sufficient that a single ability of a unit is radically different from other units for it to have special gameplay value. In team games, the differentiation may actually be between players so that each player has unique abilities.

Examples

Example: Real-time games such as the Age of Empires series and the Command & Conquer series are based around producing and making best use of a wide variety of units. Although few units have unique abilities, such as the converting ability of priests, many do have abilities that are only shared by a few other types of units and define one dimensional in the range of unit abilities in the game.

Example: the pieces in Chess have different types of movement rules, giving them different gameplay value and giving the game Orthogonal Unit Differentiation.

Using the pattern

Orthogonal Differentiation is used in games either to provide more gameplay without increasing production costs or create more Complex Gameplay, or both. The difference in functional abilities can either exists between different game entities under the same player's control or between those of different players' control. An alternative is to have Orthogonal Differentiation between Enemies. It is achieved through Asymmetric Abilities between Characters or Units. However, Asymmetric Abilities is not enough since the differences need to be in type rather than in degree. Although Privileged Abilities guarantees important differences in Abilities, New or Improved Abilities can also provide Competence Areas; even Ability Losses and Decreased Abilities can be used for this.

Typical areas where Orthogonal Differentiation is used include the ways to do Damage, availability of Skills and Combos, effects of Fog of War, and differences in how Movement can be done due to Privileged Movement.

Consequences

Orthogonal Differentiation provides more Varied Gameplay for a game compared to one with the same amount of Characters or Units but without distinct differences in Abilities. The difference and the added importance individual game entities may have give rise to Complex Gameplay but also Replayability. When players have control over the game entities with Orthogonal Differentiation of Abilities, making full use of the different Abilities promote Stimulated Planning. In games with Teams and Characters, Orthogonal Differentiation makes the possibility of creating Team Combos likely and through this Team Strategy Identification as well.

The unique abilities required by Orthogonal Differentiation makes it difficult to combine with Symmetry on the same level of game design. However, they can be combined by treating the differentiated units as a set and have the same sets for all players or all teams.

Relations

Can Instantiate

Complex Gameplay, Replayability, Stimulated Planning, Varied Gameplay

with Teams and Characters

Team Combos, Team Strategy Identification

Can Modulate

Characters, Enemies, Units

Can Be Instantiated By

Asymmetric Abilities, Combos, Competence Areas

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Symmetry

History

An updated version of the pattern Orthogonal Unit Differentiation that was part of the original collection in the book Patterns in Game Design[1]. The concept was first introduced by Harvey Smith to game developers at a presentation at GDC 2003, and the presentation is available online[2].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
  2. Smith. H. (2003) Orthogonal Unit Differentiation. Presented at GDC 2003. Available online.

Acknowledgements

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