Difference between revisions of "Achilles' Heels"
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''A special weakness that can be exploited to cause defeats easier than can be done by using the other means available.'' | ''A special weakness that can be exploited to cause defeats easier than can be done by using the other means available.'' | ||
− | + | Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of attack. These kinds of enemies have [[Achilles' Heels]], special vulnerabilities that players can use to their advantage if they can locate it or gain knowledge about it. More rarely, the avatars or characters under players control have [[Achilles' Heels]] and then these need to be protected or kept secret. | |
− | + | ||
− | Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of attack. These kinds of enemies have | + | |
=== Examples === | === Examples === | ||
− | + | The final boss monster in [[Half-Life]] can only be killed by first destroyed a number of crystals in the environment and then hitting a small gem inside its head. In [[The Legend of Zelda series]] and the [[Super Mario series]], boss monsters (and some enemies) can usually only be defeated by special actions, such as grabbing hold of the enemies' tail and spinning around rapidly or hitting the enemies' so that it shows a vulnerable spot and then hitting that spot. | |
− | + | The idea of placing your soul or heart in a jar to become unkillable as long as the jar is not destroyed is a common feature in folklore. Both [[Dungeons & Dragons]] and [[GURPS]] have spells that provide this effect to players or their enemies. | |
− | + | The [[Mansions of Madness]] can be said to use [[Achilles' Heels]] since the players' controlling investigators do not know the winning condition and all enemies can keep spawning until the condition is revealed. | |
== Using the pattern == | == Using the pattern == | ||
− | Achilles' Heels | + | The design of [[Achilles' Heels]] requires the presence of a complete [[Invulnerabilities|Invulnerability]] but then makes this incomplete by inserting a [[Vulnerabilities|Vulnerability]] - for this reason [[Achilles' Heels]] both modulates and is in conflict with [[Invulnerabilities]]. The two main design choices regarding [[Achilles' Heels]] is who has them and what is required to exploit them. |
− | + | While [[Avatars]] and [[Characters]] under players' control can be given [[Achilles' Heels]] it is more common to give it to [[Enemies]], and [[Boss Monsters]] specifically, since letting players have nearly invulnerable [[Focus Loci]] can make challenges too easy. | |
− | + | Making use of [[Achilles' Heels]] may need specific [[Powers]], [[Tools]], or [[Weapons]] and since this gives these an additional or specific purpose, [[Achilles' Heels]] modulates these patterns. [[Aim & Shoot]] or [[Timing]] can also be needed to exploit [[Achilles' Heels]], and these may all be combined to create more [[Challenging Gameplay]] when [[Enemies]] have the [[Achilles' Heels]]. | |
=== Interface Aspects === | === Interface Aspects === | ||
− | + | [[Diegetically Outstanding Features]] can be used to let players more easily identify [[Achilles' Heels]] during interaction with those that have them. In other circumstances, other types of [[Clues]] can be used - for example information divulged during [[Cutscenes]]. | |
− | + | ||
== Consequences == | == Consequences == | ||
− | + | [[Achilles' Heels]] are a form of [[Vulnerabilities]] to otherwise invulnerable entities. By being the only way to defeat or [[Damage]] these entities, [[Achilles' Heels]] change how [[Combat]] or other activities related to [[Eliminate]] or [[Overcome]] goals can be achieved. The consequences of [[Achilles' Heels]] depend one if they belong to an [[Avatars|Avatar]] or [[Characters|Character]] under a player's control or to his or her [[Enemies]]. One of the effects that does however ''not'' depend on who has the them is that secret [[Achilles' Heels]], or those that cannot be exploited due to missing [[Powers]] or [[Weapons]], are likely to lead to [[Repeat Domination]]. For this reason having information about [[Achilles' Heels]] is [[Strategic Knowledge]], and likely to lead to both [[Strategic Planning|Strategic]] and [[Tactical Planning]] to either exploit or protect them. | |
− | + | In the case of [[Enemies]] that have [[Achilles' Heels]] (most common for [[Boss Monsters]]), these provide [[Challenging Gameplay]] in that they require players to identify a specific [[Vulnerabilities|Vulnerability]] in otherwise invulnerable opponents. Trying to identify the exact nature of the [[Achilles' Heels]] are [[Gain Information]] goals and trying to achieve them is likely done through [[Experimenting]] or [[Puzzle Solving]]. The actual actions required to win over an [[Enemies|Enemy]] with an [[Achilles' Heels|Achilles' Heel]] is likely to provide [[Varied Gameplay]]. | |
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+ | When players' [[Avatars]], [[Characters]], or [[Units]] have [[Achilles' Heels]], not letting others know about them leads to [[Conceal]] goals. If or when they are revealed, protecting them becomes a form of [[Evade]] goal. | ||
+ | |||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Repeat Domination]], | ||
+ | [[Strategic Knowledge]], | ||
+ | [[Strategic Planning]], | ||
+ | [[Tactical Planning]] | ||
− | ==== with | + | ==== with [[Enemies]] ==== |
+ | [[Challenging Gameplay]], | ||
+ | [[Experimenting]], | ||
+ | [[Gain Information]], | ||
+ | [[Puzzle Solving]], | ||
+ | [[Varied Gameplay]] | ||
+ | |||
+ | ==== with [[Avatars]], [[Characters]], or [[Units]] ==== | ||
+ | [[Conceal]], | ||
+ | [[Evade]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Avatars]], | ||
+ | [[Boss Monsters]], | ||
+ | [[Characters]], | ||
+ | [[Combat]], | ||
+ | [[Damage]], | ||
+ | [[Enemies]], | ||
+ | [[Eliminate]], | ||
+ | [[Invulnerabilities]], | ||
+ | [[Overcome]], | ||
+ | [[Powers]], | ||
+ | [[Tools]], | ||
+ | [[Weapons]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Invulnerabilities]] together with [[Vulnerabilities]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Aim & Shoot]], | ||
+ | [[Clues]], | ||
+ | [[Cutscenes]], | ||
+ | [[Diegetically Outstanding Features]], | ||
+ | [[Timing]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Invulnerabilities]] | ||
== History == | == History == |
Latest revision as of 20:53, 26 March 2018
A special weakness that can be exploited to cause defeats easier than can be done by using the other means available.
Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of attack. These kinds of enemies have Achilles' Heels, special vulnerabilities that players can use to their advantage if they can locate it or gain knowledge about it. More rarely, the avatars or characters under players control have Achilles' Heels and then these need to be protected or kept secret.
Contents
Examples
The final boss monster in Half-Life can only be killed by first destroyed a number of crystals in the environment and then hitting a small gem inside its head. In The Legend of Zelda series and the Super Mario series, boss monsters (and some enemies) can usually only be defeated by special actions, such as grabbing hold of the enemies' tail and spinning around rapidly or hitting the enemies' so that it shows a vulnerable spot and then hitting that spot.
The idea of placing your soul or heart in a jar to become unkillable as long as the jar is not destroyed is a common feature in folklore. Both Dungeons & Dragons and GURPS have spells that provide this effect to players or their enemies.
The Mansions of Madness can be said to use Achilles' Heels since the players' controlling investigators do not know the winning condition and all enemies can keep spawning until the condition is revealed.
Using the pattern
The design of Achilles' Heels requires the presence of a complete Invulnerability but then makes this incomplete by inserting a Vulnerability - for this reason Achilles' Heels both modulates and is in conflict with Invulnerabilities. The two main design choices regarding Achilles' Heels is who has them and what is required to exploit them.
While Avatars and Characters under players' control can be given Achilles' Heels it is more common to give it to Enemies, and Boss Monsters specifically, since letting players have nearly invulnerable Focus Loci can make challenges too easy.
Making use of Achilles' Heels may need specific Powers, Tools, or Weapons and since this gives these an additional or specific purpose, Achilles' Heels modulates these patterns. Aim & Shoot or Timing can also be needed to exploit Achilles' Heels, and these may all be combined to create more Challenging Gameplay when Enemies have the Achilles' Heels.
Interface Aspects
Diegetically Outstanding Features can be used to let players more easily identify Achilles' Heels during interaction with those that have them. In other circumstances, other types of Clues can be used - for example information divulged during Cutscenes.
Consequences
Achilles' Heels are a form of Vulnerabilities to otherwise invulnerable entities. By being the only way to defeat or Damage these entities, Achilles' Heels change how Combat or other activities related to Eliminate or Overcome goals can be achieved. The consequences of Achilles' Heels depend one if they belong to an Avatar or Character under a player's control or to his or her Enemies. One of the effects that does however not depend on who has the them is that secret Achilles' Heels, or those that cannot be exploited due to missing Powers or Weapons, are likely to lead to Repeat Domination. For this reason having information about Achilles' Heels is Strategic Knowledge, and likely to lead to both Strategic and Tactical Planning to either exploit or protect them.
In the case of Enemies that have Achilles' Heels (most common for Boss Monsters), these provide Challenging Gameplay in that they require players to identify a specific Vulnerability in otherwise invulnerable opponents. Trying to identify the exact nature of the Achilles' Heels are Gain Information goals and trying to achieve them is likely done through Experimenting or Puzzle Solving. The actual actions required to win over an Enemy with an Achilles' Heel is likely to provide Varied Gameplay.
When players' Avatars, Characters, or Units have Achilles' Heels, not letting others know about them leads to Conceal goals. If or when they are revealed, protecting them becomes a form of Evade goal.
Relations
Can Instantiate
Repeat Domination, Strategic Knowledge, Strategic Planning, Tactical Planning
with Enemies
Challenging Gameplay, Experimenting, Gain Information, Puzzle Solving, Varied Gameplay
with Avatars, Characters, or Units
Can Modulate
Avatars, Boss Monsters, Characters, Combat, Damage, Enemies, Eliminate, Invulnerabilities, Overcome, Powers, Tools, Weapons
Can Be Instantiated By
Invulnerabilities together with Vulnerabilities
Can Be Modulated By
Aim & Shoot, Clues, Cutscenes, Diegetically Outstanding Features, Timing
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Achilles' Heels 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
-