Difference between revisions of "Improved Abilities"
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''The event of abilities improving their efficiency.'' | ''The event of abilities improving their efficiency.'' | ||
− | + | Players may over time get to have more influence on game states through their actions. While this may be due to their mental or physical capabilities developing, [[Improved Abilities]] occur when the game state variables that control the evaluation functions of their actions are modified so that the actions have greater effects. This allows the development of players' actions to be governed by rules and matched to rewards and other events defined by game states. | |
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− | Improved Abilities | + | |
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=== Examples === | === Examples === | ||
− | + | [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often describe players' abilities with numeric values, and succeeding with actions requires players to make various die rolls in relation to these values. Improvement of these skills is done simply by increasing the associated value. Besides gaining bonuses from having good equipment, this is often done to represent character development but can be done in several different ways. In [[Dungeons & Dragons]] the improvements come with advances in ''character levels'' and players may then choose combinations of new and improved abilities. In [[Basic Role-Playing]], [[Hârnmaster]], and [[Mutant]] the chance to improve skills typically depend on actually having used them although pools of advancement points can be given out semi-regularly also ([[GURPS]] does this also). These two styles have been carried over to [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] with [[Torchlight]], [[World of Warcraft]], the [[Dragon Age series]], and the [[Fallout series]] being examples of using levels and the [[Elder Scrolls series]] an example of improving abilities based on how much they are used. | |
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− | [[Torchlight]] | + | |
+ | Chargers and Power-ups in [[:Category:Racing Games|Racing Games]] such as the [[F-Zero series]], the [[Wipeout series]], and the [[Mario Kart series]] often give vehicles a speed boost or raise the maximum speed possible without further affecting players' possible actions. | ||
+ | Examples of [[Improved Abilities]] from [[:Category:Board Games|Board Games]] include gaining new (ordinary) weapons in [[Frag]], acquiring ''item'' cards in [[Munchkin]], gaining family members in [[Agricola]], and gaining new action tokens in [[Dominant Species]]. | ||
== Using the pattern == | == Using the pattern == | ||
− | Improved Abilities | + | The design choices regarding [[Improved Abilities]] include what [[Abilities]] to improve, how much to improve them, when to improve them, and if players have a choice regarding this issues. The difference between [[New Abilities]] and [[Improved Abilities]] is often one of scale or perspective: are the abilities activated in the same fashion as before, do they affect the same parts of the game state, and do games' [[Alternative Realities]] explain them as being different or the same? For example, does acquiring a new [[Weapons|Weapon]] that does more [[Damage]] that a previous one represent a new or improved ability? This can be up to subjective opinion and for that reason it may be worthwhile to consider the options and consequences regarding [[New Abilities]] and [[Improved Abilities]] together when the distinction is not clear. |
− | + | [[Improved Abilities]] are often easier to explain within a [[Thematic Consistency]] than [[New Abilities]], as the pattern can be instantiated as increases in [[Attributes]], [[Powers]], or [[Skills]] of [[Characters]] or [[Avatars]] - possibly through advances in [[Character Levels]] or increased access to a type of [[Resources|Resource]]. For [[Abstract Player Constructs]] the introduction of [[Improved Abilities]] can also uses these explanations but [[New Abilities]] are as thematically plausible as improved ones. [[Armor]], [[Equipment]], [[Sets]], [[Tools]], [[Vehicles]], and [[Weapons]] are all ways of giving [[Improved Abilities]] linked to the possession of [[Game Items]] and therefore fit [[Characters]] and [[Avatars]] well. The use of [[Ammunition]] in itself does not motivate [[Improved Abilities]] but can do so when several different varieties of [[Ammunition]] exists (as e.g. in the [[Fallout series]]). Items in [[Game Worlds]] that provide [[Improved Abilities]] can thematically be used on [[Units]] as well but may functionally be effects of [[Investments]], unlocking parts of [[Technology Trees]], or [[Upgrading]] (which may be through [[Upgrades]] or not). These latter solutions may also work well on [[Abstract Player Constructs]]. [[Controllers]] and [[Environmental Effects]] (the latter which may be defined by what [[Improved Abilities]] they give) do not make these [[Improved Abilities]] into [[Location-Fixed Abilities]] per se, but make the improvements location-fixed. [[Power-Ups]] and [[Chargers]] have similar effects but also create [[Improved Abilities]] by having [[Time Limits]]. Joining or teaming up with [[Factions]] can also motivate [[Improved Abilities]] and since this is based on social relations the option may be best suited for use with [[Characters]] or [[Abstract Player Constructs]] when these represent organizations or states. What patterns are best suited to give [[Improved Abilities]] to [[Enemies]] depend on their nature (are they represented by [[Avatars]], [[Characters]], [[Units]], or [[Abstract Player Constructs]]?). | |
− | [[ | + | [[Improved Abilities]] are quite natural to give to players as [[Rewards]] and more specifically as [[Facilitating Rewards]]. They can also be the result of [[Investments]] (e.g. [[Card Building]] or [[Deck Building]]) and then let players have the [[Freedom of Choice]] of making [[Trade-Offs]] between finishing these or making other actions. [[Crafting]] can allow players to improve [[Abilities]] as explicit actions and thereby can be seen as an example of [[Investments]] when they provide this option. For games with [[Character Levels]] or [[Budgeted Action Points]] for improvements can let players also have [[Freedom of Choice]] - in this case of what specific [[Abilities]] to improve. |
− | [[ | + | While [[Improved Abilities]] may disrupt player balance if given unchecked, [[Balancing Effects]] for them can easily be acquired by simultaneously making other [[Abilities]] into [[Decreased Abilities]]. Another way of introducing [[Balancing Effects]] is to include [[Diminishing Returns]] so that players with powerful [[Abilities]] get less advantages of improving these than other players. Having [[Time Limits]], as e.g. [[Power-Ups]] do, is yet another way to balance [[Improved Abilities]]. [[Player/System Action Composites]] are typically created when [[Power-Ups]] provide [[Improved Abilities]] that dynamically improve the abilities depending on the gameplay context. |
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− | + | Although any type of action players can perform can benefit from [[Improved Abilities]], actions related to [[Combat]] or [[Movement]] are probably most common. A more abstract example is providing addition points for [[Budgeted Action Points|Budgeted Action Point]] systems. Alternatively, players' actions may require fewer action points and this design solution can also be used for any type of actions that requires the expenditure of [[Resources]]. | |
=== Interface Aspects === | === Interface Aspects === | ||
+ | When players have a [[Freedom of Choice]] of which [[Abilities]] should be improved, this is often done outside gameplay time and supported through [[Secondary Interface Screens]] in computer-based games. From a pure interface perspective, placing [[Bookkeeping Tokens]] can show which [[Abilities]] have been improved (and by omission which have not been improved). | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | Giving [[Improved Abilities]] to players (and their [[Enemies]]) is a common solution in game stories to allow [[Higher-Level Closures as Gameplay Progresses]]. | ||
== Consequences == | == Consequences == | ||
− | [[Improved Abilities]] give players [[Empowerment]] by making the [[Abilities]] of [[Abstract Player Constructs]], [[Avatars]], or [[Characters]] more potent and can through this promote [[Competence Areas]]. The improvement is typically [[Rewards]] for completing [[Gain Competence]] goals or the acquisition of various types of [[Controllers]], [[Equipment]], [[Sets]], [Tools]], or [[Vehicles]] as part of [[Gain Ownership]] goals. | + | [[Improved Abilities]] give players [[Empowerment]] by making the [[Abilities]] of [[Abstract Player Constructs]], [[Avatars]], or [[Characters]] more potent and can through this promote [[Competence Areas]]. The improvement is typically [[Rewards]] for completing [[Gain Competence]] goals or the acquisition of various types of [[Controllers]], [[Equipment]], [[Sets]], [[Tools]], or [[Vehicles]] as part of [[Gain Ownership]] goals. Even if they help players, [[Improved Abilities]] may until players are used to them lower their ability to have a correct [[Determinable Chance to Succeed]]. |
− | + | Gaining [[Improved Abilities]] create [[Supporting Goals]] as well, as they empower players to influence the game state and create [[Exaggerated Perception of Influence]]. When given before gameplay starts, [[Improved Abilities]] are a way of setting [[Difficulty Levels]] while giving them during gameplay can tilt the balance of [[Player/Character Skill Composites]]. Regardless of when they are given, [[Improved Abilities]] may go against [[Challenging Gameplay]] if given in too much abundance but when given by others (including [[Dedicated Game Facilitators]] or impartial rule systems) they may function as [[Balancing Effects]]. | |
− | + | When [[Improved Abilities]] are applied to [[Enemies]] this can give [[Challenging Gameplay]] as well as create [[Boss Monsters]]. When applied to both players and [[Enemies]], [[Improved Abilities]] can, like [[New Abilities]], give rise to [[Red Queen Dilemmas]]. This can also occur when competing players can improve abilities during gameplay so that they are equally matched. | |
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− | [[Challenging Gameplay]] | + | |
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− | + | Like [[New Abilities]], the improvement of [[Abilities]] is a form of [[Abstract Player Construct Development]] or [[Character Development]] if it is applied on [[Abstract Player Constructs]] or [[Characters]]. This may give rise to [[Increasing Rewards]], [[Varied Gameplay]], and set up [[Paper-Rock-Scissors]] relations (although not as readily as [[New Abilities]] may do). When players' are given a [[Freedom of Choice]] to affect what [[Abilities]] are improved, these effects become more potent and can give rise to [[Player-Planned Development]] and the choices can represent [[Character Defining Actions]] in games with [[Characters]]. In games with [[Teams]], the development also becomes [[Team Development]]. | |
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− | + | [[Improved Abilities]] can create [[Trade-Offs]] when players have to choose between several different categories of [[Abilities]] to improve. In the case of [[Abstract Player Construct Development]] or [[Character Development]] this is typically permanent, but having several different types of [[Ammunition]] is one example of how players can have [[Trade-Offs]] between different types of [[Improved Abilities]] on a moment to moment basis. | |
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
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[[Balancing Effects]], | [[Balancing Effects]], | ||
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[[Competence Areas]], | [[Competence Areas]], | ||
[[Difficulty Levels]], | [[Difficulty Levels]], | ||
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[[Environmental Effects]], | [[Environmental Effects]], | ||
[[Exaggerated Perception of Influence]], | [[Exaggerated Perception of Influence]], | ||
+ | [[Facilitating Rewards]], | ||
[[Gain Competence]], | [[Gain Competence]], | ||
+ | [[Higher-Level Closures as Gameplay Progresses]], | ||
+ | [[Increasing Rewards]], | ||
[[Red Queen Dilemmas]], | [[Red Queen Dilemmas]], | ||
[[Rewards]], | [[Rewards]], | ||
[[Supporting Goals]] | [[Supporting Goals]] | ||
+ | |||
+ | ==== with [[Abstract Player Constructs]] ==== | ||
+ | [[Abstract Player Construct Development]] | ||
==== with [[Abstract Player Construct Development]] or [[Character Development]] ==== | ==== with [[Abstract Player Construct Development]] or [[Character Development]] ==== | ||
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[[Varied Gameplay]] | [[Varied Gameplay]] | ||
− | ==== [[Ammunition]] ==== | + | ==== with [[Ammunition]] ==== |
− | [[ | + | [[Trade-Offs]] |
− | ==== with [[ | + | ==== with [[Characters]] ==== |
− | [[ | + | [[Character Defining Actions]], |
+ | [[Character Development]] | ||
==== with [[Controllers]], [[Equipment]], [[Sets]], [[Tools]], or [[Vehicles]] ==== | ==== with [[Controllers]], [[Equipment]], [[Sets]], [[Tools]], or [[Vehicles]] ==== | ||
[[Gain Ownership]] | [[Gain Ownership]] | ||
− | ==== [[Decreased Abilities]] ==== | + | ==== with [[Decreased Abilities]] ==== |
[[Balancing Effects]] | [[Balancing Effects]] | ||
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==== with [[Freedom of Choice]] ==== | ==== with [[Freedom of Choice]] ==== | ||
[[Player-Planned Development]] | [[Player-Planned Development]] | ||
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+ | ==== with [[Power-Ups]] ==== | ||
+ | [[Player/System Action Composites]] | ||
==== with [[Teams]] ==== | ==== with [[Teams]] ==== | ||
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[[Team Development]] | [[Team Development]] | ||
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[[Attributes]], | [[Attributes]], | ||
[[Avatars]], | [[Avatars]], | ||
+ | [[Budgeted Action Points]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
+ | [[Character Levels]], | ||
[[Characters]], | [[Characters]], | ||
+ | [[Combat]], | ||
+ | [[Determinable Chance to Succeed]], | ||
+ | [[Enemies]], | ||
[[Factions]], | [[Factions]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
− | [[Power-Ups]] | + | [[Movement]], |
+ | [[Power-Ups]], | ||
[[Powers]], | [[Powers]], | ||
− | [[Skills]] | + | [[Player/Character Skill Composites]], |
+ | [[Skills]], | ||
+ | [[Units]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Controllers]], [[Equipment]], [[Sets]], [[Tools]], [[Vehicles]], [[Weapons]] | + | [[Armor]], |
+ | [[Bookkeeping Tokens]], | ||
+ | [[Card Building]], | ||
+ | [[Chargers]], | ||
+ | [[Controllers]], | ||
+ | [[Crafting]], | ||
+ | [[Deck Building]], | ||
+ | [[Equipment]], | ||
+ | [[Investments]], | ||
+ | [[Power-Ups]], | ||
+ | [[Resources]], | ||
+ | [[Sets]], | ||
+ | [[Technology Trees]], | ||
+ | [[Tools]], | ||
+ | [[Upgrades]], | ||
+ | [[Upgrading]], | ||
+ | [[Vehicles]], | ||
+ | [[Weapons]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Diminishing Returns]], | ||
+ | [[Location-Fixed Abilities]], | ||
+ | [[Secondary Interface Screens]], | ||
[[Time Limits]] | [[Time Limits]] | ||
Latest revision as of 11:52, 21 March 2018
The event of abilities improving their efficiency.
Players may over time get to have more influence on game states through their actions. While this may be due to their mental or physical capabilities developing, Improved Abilities occur when the game state variables that control the evaluation functions of their actions are modified so that the actions have greater effects. This allows the development of players' actions to be governed by rules and matched to rewards and other events defined by game states.
Contents
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 4.1 Can Instantiate
- 4.1.1 with Abstract Player Constructs
- 4.1.2 with Abstract Player Construct Development or Character Development
- 4.1.3 with Ammunition
- 4.1.4 with Characters
- 4.1.5 with Controllers, Equipment, Sets, Tools, or Vehicles
- 4.1.6 with Decreased Abilities
- 4.1.7 with Enemies
- 4.1.8 with Freedom of Choice
- 4.1.9 with Power-Ups
- 4.1.10 with Teams
- 4.2 Can Modulate
- 4.3 Can Be Instantiated By
- 4.4 Can Be Modulated By
- 4.5 Possible Closure Effects
- 4.6 Potentially Conflicting With
- 4.1 Can Instantiate
- 5 History
- 6 References
- 7 Acknowledgements
Examples
Tabletop Roleplaying Games often describe players' abilities with numeric values, and succeeding with actions requires players to make various die rolls in relation to these values. Improvement of these skills is done simply by increasing the associated value. Besides gaining bonuses from having good equipment, this is often done to represent character development but can be done in several different ways. In Dungeons & Dragons the improvements come with advances in character levels and players may then choose combinations of new and improved abilities. In Basic Role-Playing, Hârnmaster, and Mutant the chance to improve skills typically depend on actually having used them although pools of advancement points can be given out semi-regularly also (GURPS does this also). These two styles have been carried over to Computer-based Roleplaying Games with Torchlight, World of Warcraft, the Dragon Age series, and the Fallout series being examples of using levels and the Elder Scrolls series an example of improving abilities based on how much they are used.
Chargers and Power-ups in Racing Games such as the F-Zero series, the Wipeout series, and the Mario Kart series often give vehicles a speed boost or raise the maximum speed possible without further affecting players' possible actions.
Examples of Improved Abilities from Board Games include gaining new (ordinary) weapons in Frag, acquiring item cards in Munchkin, gaining family members in Agricola, and gaining new action tokens in Dominant Species.
Using the pattern
The design choices regarding Improved Abilities include what Abilities to improve, how much to improve them, when to improve them, and if players have a choice regarding this issues. The difference between New Abilities and Improved Abilities is often one of scale or perspective: are the abilities activated in the same fashion as before, do they affect the same parts of the game state, and do games' Alternative Realities explain them as being different or the same? For example, does acquiring a new Weapon that does more Damage that a previous one represent a new or improved ability? This can be up to subjective opinion and for that reason it may be worthwhile to consider the options and consequences regarding New Abilities and Improved Abilities together when the distinction is not clear.
Improved Abilities are often easier to explain within a Thematic Consistency than New Abilities, as the pattern can be instantiated as increases in Attributes, Powers, or Skills of Characters or Avatars - possibly through advances in Character Levels or increased access to a type of Resource. For Abstract Player Constructs the introduction of Improved Abilities can also uses these explanations but New Abilities are as thematically plausible as improved ones. Armor, Equipment, Sets, Tools, Vehicles, and Weapons are all ways of giving Improved Abilities linked to the possession of Game Items and therefore fit Characters and Avatars well. The use of Ammunition in itself does not motivate Improved Abilities but can do so when several different varieties of Ammunition exists (as e.g. in the Fallout series). Items in Game Worlds that provide Improved Abilities can thematically be used on Units as well but may functionally be effects of Investments, unlocking parts of Technology Trees, or Upgrading (which may be through Upgrades or not). These latter solutions may also work well on Abstract Player Constructs. Controllers and Environmental Effects (the latter which may be defined by what Improved Abilities they give) do not make these Improved Abilities into Location-Fixed Abilities per se, but make the improvements location-fixed. Power-Ups and Chargers have similar effects but also create Improved Abilities by having Time Limits. Joining or teaming up with Factions can also motivate Improved Abilities and since this is based on social relations the option may be best suited for use with Characters or Abstract Player Constructs when these represent organizations or states. What patterns are best suited to give Improved Abilities to Enemies depend on their nature (are they represented by Avatars, Characters, Units, or Abstract Player Constructs?).
Improved Abilities are quite natural to give to players as Rewards and more specifically as Facilitating Rewards. They can also be the result of Investments (e.g. Card Building or Deck Building) and then let players have the Freedom of Choice of making Trade-Offs between finishing these or making other actions. Crafting can allow players to improve Abilities as explicit actions and thereby can be seen as an example of Investments when they provide this option. For games with Character Levels or Budgeted Action Points for improvements can let players also have Freedom of Choice - in this case of what specific Abilities to improve.
While Improved Abilities may disrupt player balance if given unchecked, Balancing Effects for them can easily be acquired by simultaneously making other Abilities into Decreased Abilities. Another way of introducing Balancing Effects is to include Diminishing Returns so that players with powerful Abilities get less advantages of improving these than other players. Having Time Limits, as e.g. Power-Ups do, is yet another way to balance Improved Abilities. Player/System Action Composites are typically created when Power-Ups provide Improved Abilities that dynamically improve the abilities depending on the gameplay context.
Although any type of action players can perform can benefit from Improved Abilities, actions related to Combat or Movement are probably most common. A more abstract example is providing addition points for Budgeted Action Point systems. Alternatively, players' actions may require fewer action points and this design solution can also be used for any type of actions that requires the expenditure of Resources.
Interface Aspects
When players have a Freedom of Choice of which Abilities should be improved, this is often done outside gameplay time and supported through Secondary Interface Screens in computer-based games. From a pure interface perspective, placing Bookkeeping Tokens can show which Abilities have been improved (and by omission which have not been improved).
Narrative Aspects
Giving Improved Abilities to players (and their Enemies) is a common solution in game stories to allow Higher-Level Closures as Gameplay Progresses.
Consequences
Improved Abilities give players Empowerment by making the Abilities of Abstract Player Constructs, Avatars, or Characters more potent and can through this promote Competence Areas. The improvement is typically Rewards for completing Gain Competence goals or the acquisition of various types of Controllers, Equipment, Sets, Tools, or Vehicles as part of Gain Ownership goals. Even if they help players, Improved Abilities may until players are used to them lower their ability to have a correct Determinable Chance to Succeed.
Gaining Improved Abilities create Supporting Goals as well, as they empower players to influence the game state and create Exaggerated Perception of Influence. When given before gameplay starts, Improved Abilities are a way of setting Difficulty Levels while giving them during gameplay can tilt the balance of Player/Character Skill Composites. Regardless of when they are given, Improved Abilities may go against Challenging Gameplay if given in too much abundance but when given by others (including Dedicated Game Facilitators or impartial rule systems) they may function as Balancing Effects.
When Improved Abilities are applied to Enemies this can give Challenging Gameplay as well as create Boss Monsters. When applied to both players and Enemies, Improved Abilities can, like New Abilities, give rise to Red Queen Dilemmas. This can also occur when competing players can improve abilities during gameplay so that they are equally matched.
Like New Abilities, the improvement of Abilities is a form of Abstract Player Construct Development or Character Development if it is applied on Abstract Player Constructs or Characters. This may give rise to Increasing Rewards, Varied Gameplay, and set up Paper-Rock-Scissors relations (although not as readily as New Abilities may do). When players' are given a Freedom of Choice to affect what Abilities are improved, these effects become more potent and can give rise to Player-Planned Development and the choices can represent Character Defining Actions in games with Characters. In games with Teams, the development also becomes Team Development.
Improved Abilities can create Trade-Offs when players have to choose between several different categories of Abilities to improve. In the case of Abstract Player Construct Development or Character Development this is typically permanent, but having several different types of Ammunition is one example of how players can have Trade-Offs between different types of Improved Abilities on a moment to moment basis.
Relations
Can Instantiate
Balancing Effects, Competence Areas, Difficulty Levels, Empowerment, Environmental Effects, Exaggerated Perception of Influence, Facilitating Rewards, Gain Competence, Higher-Level Closures as Gameplay Progresses, Increasing Rewards, Red Queen Dilemmas, Rewards, Supporting Goals
with Abstract Player Constructs
Abstract Player Construct Development
with Abstract Player Construct Development or Character Development
Paper-Rock-Scissors, Varied Gameplay
with Ammunition
with Characters
Character Defining Actions, Character Development
with Controllers, Equipment, Sets, Tools, or Vehicles
with Decreased Abilities
with Enemies
with Freedom of Choice
with Power-Ups
Player/System Action Composites
with Teams
Can Modulate
Abilities, Abstract Player Constructs, Ammunition, Attributes, Avatars, Budgeted Action Points, Challenging Gameplay, Character Levels, Characters, Combat, Determinable Chance to Succeed, Enemies, Factions, Freedom of Choice, Movement, Power-Ups, Powers, Player/Character Skill Composites, Skills, Units
Can Be Instantiated By
Armor, Bookkeeping Tokens, Card Building, Chargers, Controllers, Crafting, Deck Building, Equipment, Investments, Power-Ups, Resources, Sets, Technology Trees, Tools, Upgrades, Upgrading, Vehicles, Weapons
Can Be Modulated By
Diminishing Returns, Location-Fixed Abilities, Secondary Interface Screens, Time Limits
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Improved Abilities 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.