Difference between revisions of "Player/Character Skill Composites"
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Borderlands | Borderlands | ||
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+ | Left 4 Dead series | ||
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[[Game Masters]] | [[Game Masters]] | ||
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− | [[Aim & Shoot]] | + | [[Combat]] is an activity that quite often depends on [[Player/Character Skill Composites]]. One example is making hitting depend on player skill while [[Damage]] depends on character skill and [[Weapons]]. The difficulty of performing [[Aim & Shoot]] actions can more tightly merge the two components through having player do the aiming but let the sway of the aim depend on [[Weapons]] and their [[Upgrades]], as well as on [[Skills]]. |
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Games with [[Player/Character Skill Composites]] have to balance [[Character Development]] with [[Game Mastery]]. Those where [[Game Mastery]] over time influences outcomes more lessen the [[Value of Effort]] for the [[Character Development]] but this may be compensated by the [[Value of Effort]] having the mastery represents. It may however also make [[Player Balance]] difficult to achieve without other [[Balancing Effects]]. Dominating influence from [[Character Development]] can directly work against [[Game Mastery]] occuring (see Linderoth 2010<ref name="linderoth"/> for a discussion related to this). | Games with [[Player/Character Skill Composites]] have to balance [[Character Development]] with [[Game Mastery]]. Those where [[Game Mastery]] over time influences outcomes more lessen the [[Value of Effort]] for the [[Character Development]] but this may be compensated by the [[Value of Effort]] having the mastery represents. It may however also make [[Player Balance]] difficult to achieve without other [[Balancing Effects]]. Dominating influence from [[Character Development]] can directly work against [[Game Mastery]] occuring (see Linderoth 2010<ref name="linderoth"/> for a discussion related to this). | ||
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[[Aim & Shoot]], | [[Aim & Shoot]], | ||
[[Combat]], | [[Combat]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Combos]], | [[Combos]], | ||
− | [[Game Mastery]] | + | [[Damage]], |
+ | [[Game Mastery]], | ||
+ | [[Tools]], | ||
+ | [[Upgrades]], | ||
+ | [[Weapons]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 12:01, 8 April 2011
Outcomes of player actions that depends both on both player and character characteristics.
This pattern is a still a stub.
Can also depend on equipment.
Contents
Examples
GURPS Dungeons & Dragons
Borderlands
Left 4 Dead series laser sights
Using the pattern
Dexterity-Based Actions Memorizing Timing
Characters Skills Tools Equipment Weapons]
Combos can be one way of achieving Player/Character Skill Composites since actions, and even the performance of them, can be attributes of Characters but players decide when they are done.
Combat is an activity that quite often depends on Player/Character Skill Composites. One example is making hitting depend on player skill while Damage depends on character skill and Weapons. The difficulty of performing Aim & Shoot actions can more tightly merge the two components through having player do the aiming but let the sway of the aim depend on Weapons and their Upgrades, as well as on Skills.
Games with Player/Character Skill Composites have to balance Character Development with Game Mastery. Those where Game Mastery over time influences outcomes more lessen the Value of Effort for the Character Development but this may be compensated by the Value of Effort having the mastery represents. It may however also make Player Balance difficult to achieve without other Balancing Effects. Dominating influence from Character Development can directly work against Game Mastery occuring (see Linderoth 2010[1] for a discussion related to this).
Smooth Learning Curves Automated Responses
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Combos, Damage, Game Mastery, Tools, Upgrades, Weapons
Can Be Modulated By
-
Potentially Conflicting With
Game Mastery when Character Development is present
Player Balance when Game Mastery is present
History
New pattern created in this wiki.
References
- ↑ Why gamers donʼt learn more - An ecological approach to games as learning environments. In proceedings of Nordic DiGRA 2010.