Difference between revisions of "Character Levels"
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There are a number of design choices related to creating a system of [[Character Levels]]. | There are a number of design choices related to creating a system of [[Character Levels]]. | ||
− | First, how many [[Character Levels]] should exist. Second, what specific requirements needs to be met to reach each level. Third, and perhaps most complex, what effects should take place when a [[Character Levels|Character Level]] is met. Common ones are [[Improved Abilities]] and increases in [[ | + | First, how many [[Character Levels]] should exist. Second, what specific requirements needs to be met to reach each level. Third, and perhaps most complex, what effects should take place when a [[Character Levels|Character Level]] is met. Common ones are [[Improved Abilities]] and increases in [[Attributes]], [[Skills]], and [[Powers]] (or more simply: [[Characteristics]]), but reaching new [[Character Levels]] can also work as [[Unlocking]] either [[New Abilities]] or [[Powers]] (in which case this pattern modulates those rather than the other way around). |
− | [[ | + | In addition, games with [[Character Classes]] can have individual design choices for each class. |
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Attributes]], | ||
+ | [[Character Classes]], | ||
[[Death Consequences]], | [[Death Consequences]], | ||
[[Improved Abilities]], | [[Improved Abilities]], |
Revision as of 10:55, 4 July 2016
An enumeration of states characters can progress through, gaining and improving abilities as they are reached.
This pattern is a still a stub.
Note: this pattern is not about the concept of parts of a game that players are confined to until certain goals or end condition has been fulfilled. That concept is described in the pattern Levels.
Contents
Examples
Anti-Examples
optional
Using the pattern
There are a number of design choices related to creating a system of Character Levels.
First, how many Character Levels should exist. Second, what specific requirements needs to be met to reach each level. Third, and perhaps most complex, what effects should take place when a Character Level is met. Common ones are Improved Abilities and increases in Attributes, Skills, and Powers (or more simply: Characteristics), but reaching new Character Levels can also work as Unlocking either New Abilities or Powers (in which case this pattern modulates those rather than the other way around).
In addition, games with Character Classes can have individual design choices for each class.
Can Be Modulated By
Death Consequences, Neighbors,
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Character Levels are part of the Characteristics tied to a Character or player. As such it can signify a Score and each increase in Character Level can be seen as reaching a Gain Competence goal leading to Unlocking of New Abilities or Powers.
Can Instantiate
Gain Competence, Scores, Unlocking
with Characters
Character Defining Actions, Character Development
with Massively Multiplayer Online Games
Can Modulate
Characters, Helpers, Massively Multiplayer Online Games
Relations
Can Instantiate
Characteristics, Gain Competence, Scores, Unlocking
with Characters
Character Defining Actions, Character Development
with Massively Multiplayer Online Games
Can Modulate
Characters, Helpers, Massively Multiplayer Online Games, New Abilities
Can Be Instantiated By
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Can Be Modulated By
Attributes, Character Classes, Death Consequences, Improved Abilities, Neighbors, Powers, Skills
Possible Closure Effects
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Potentially Conflicting With
-
History
New pattern created in this wiki.
References
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Acknowledgements
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