Difference between revisions of "Armor"
Line 20: | Line 20: | ||
== Using the pattern == | == Using the pattern == | ||
− | The two main design choices for [[Armor]] is how it much each piece of [[Armor]] should protect and which [[Avatars]] and [[Characters]] can use it. A fundamental choice is however if [[Armor]] should be a [[Resources|Resource]] and then typically available as [[Pick-Ups]], or [[Game Items]] and then be [[Equipable Items]]. | + | The two main design choices for [[Armor]] is how it much each piece of [[Armor]] should protect and which [[Avatars]] and [[Characters]] can use it. A fundamental choice is however if [[Armor]] should be a [[Resources|Resource]] and then typically available as [[Pick-Ups]], or [[Game Items]] and then be [[Equipable Items]]. Depending on if they are [[Resources]] or [[Game Items]], the design choices associated with these patterns should also be consulted when designing [[Armor]]. |
− | + | ||
− | + | ||
− | + | ||
While some games limit use of [[Armor]] to specific ''classes'', often more or less the same as [[Functional Roles]], others make the useful only to specific [[Characters]] (e.g. [[Dragon Age II]]). Related to this is how many pieces of [[Armor]] may be used, it is common to use a [[Sockets]] system so that only one piece of a particular type of [[Armor]] (e.g. helmet, breastplate, etc.) can be equipped at the same time, or that there are rules for layering armor (e.g. [[GURPS]] and [[Hârnmaster]]). | While some games limit use of [[Armor]] to specific ''classes'', often more or less the same as [[Functional Roles]], others make the useful only to specific [[Characters]] (e.g. [[Dragon Age II]]). Related to this is how many pieces of [[Armor]] may be used, it is common to use a [[Sockets]] system so that only one piece of a particular type of [[Armor]] (e.g. helmet, breastplate, etc.) can be equipped at the same time, or that there are rules for layering armor (e.g. [[GURPS]] and [[Hârnmaster]]). | ||
− | There are a several options for [[Armor]]. One is to assign a weight to them as a way to affect carrying capabilities, another is to make them be affected by [[Deterioration]]. For providing [[Tradeoffs]] or [[Balancing Effects]], [[Armor]] can modulating [[Skills]] or [[Attributes]] by giving [[Decreased Abilities]]. | + | There are a several options for [[Armor]]. One is to assign a weight to them as a way to affect carrying capabilities, another is to make them be affected by [[Deterioration]]. For providing [[Tradeoffs]] or [[Balancing Effects]], [[Armor]] can modulating [[Skills]] or [[Attributes]] by giving [[Decreased Abilities]]. Determining if [[Upgrades]] should be available is another option, and if they are if these should make use of a [[Sockets]] system. |
− | + | ||
− | + | ||
[[Damage]] | [[Damage]] | ||
Line 40: | Line 35: | ||
[[Installations]] | [[Installations]] | ||
− | + | ||
+ | |||
[[Damage]] | [[Damage]] | ||
[[Combat]] | [[Combat]] | ||
− | |||
[[Health]] | [[Health]] | ||
Line 51: | Line 46: | ||
[[Decreased Abilities]] | [[Decreased Abilities]] | ||
− | Common ways of letting players get access to [[Armor]] is as part of [[Loot]], through [[Trading]], or as [[Pick-Ups]] when they are a [[Resources|Resource]]. | + | Common ways of letting players get access to [[Armor]] is as part of [[Loot]], through [[Trading]], or as [[Pick-Ups]] (when they are a [[Resources|Resource]]). |
− | + | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | It is quite common to change the visual appearance of [[Avatars]] if they are equipped with [[Armor]], both to indicate this status to the players controlling them and those players encountering them. | ||
=== Interface Aspects === | === Interface Aspects === | ||
Line 90: | Line 85: | ||
[[Loot]], | [[Loot]], | ||
[[Pick-Ups]], | [[Pick-Ups]], | ||
− | [[Trading]] | + | [[Sockets]], |
+ | [[Trading]], | ||
+ | [[Upgrades]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 20:12, 11 April 2011
Game Items that protect from damage.
Armor is game items that protect characters or avatars from various forms of damage. They can be armor similar to that in the real world or be fictive concepts such as magical defenses or high-tech force fields.
Contents
Examples
Often being combat-oriented, many Roleplaying Games have detailed rules for armor, e.g. Dungeons and Dragons, GURPS, and Hârnmaster, as well as the Dragon Age, Neverwinter Nights, and Elder Scrolls series. The Fallout series contain a multitude of armors (and clothing) that not only ofter players protection but also bonuses to skills and attributes. They do however deteriorate with use, as do the armors in The Elder Scrolls series, Entropia Universe, and World of Warcraft.
The armor in the Doom and Quake series are abstracted to a number which is decreased by attacks and improved by finding new Armor or armor shards.
Minecraft allows players to craft their own armor out of a variety of material, including leather, iron, and diamond gems.
Using the pattern
The two main design choices for Armor is how it much each piece of Armor should protect and which Avatars and Characters can use it. A fundamental choice is however if Armor should be a Resource and then typically available as Pick-Ups, or Game Items and then be Equipable Items. Depending on if they are Resources or Game Items, the design choices associated with these patterns should also be consulted when designing Armor.
While some games limit use of Armor to specific classes, often more or less the same as Functional Roles, others make the useful only to specific Characters (e.g. Dragon Age II). Related to this is how many pieces of Armor may be used, it is common to use a Sockets system so that only one piece of a particular type of Armor (e.g. helmet, breastplate, etc.) can be equipped at the same time, or that there are rules for layering armor (e.g. GURPS and Hârnmaster).
There are a several options for Armor. One is to assign a weight to them as a way to affect carrying capabilities, another is to make them be affected by Deterioration. For providing Tradeoffs or Balancing Effects, Armor can modulating Skills or Attributes by giving Decreased Abilities. Determining if Upgrades should be available is another option, and if they are if these should make use of a Sockets system.
Common ways of letting players get access to Armor is as part of Loot, through Trading, or as Pick-Ups (when they are a Resource).
Diegetic Aspects
It is quite common to change the visual appearance of Avatars if they are equipped with Armor, both to indicate this status to the players controlling them and those players encountering them.
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Decreased Abilities, Game Items, Resources
with Decreased Abilities
Can Modulate
with Decreased Abilities
Can Be Instantiated By
Can Be Modulated By
Deterioration, Equipable Items, Loot, Pick-Ups, Sockets, Trading, Upgrades
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-