Difference between revisions of "Upgrades"
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[[Category:Game Element Patterns]] | [[Category:Game Element Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
+ | [[Category:Needs revision]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
− | + | ''Modifications to game items to make them more effective.'' | |
− | '' | + | |
− | + | Equipment in game worlds provides benefits to those using them. [[Upgrades]] are ways for players to make these benefits greater by modifying the equipment. | |
=== Examples === | === Examples === | ||
− | + | Taking place in worlds where magic works, [[Torchlight]] and the [[Dragon Age series]] make use of gems that can be set in equipment sockets and provide various bonuses. [[GURPS]] and [[Morrowind]] have rules for players to use their skills in spells to enchant items, providing gameplay benefits to how these items work. | |
− | + | ||
− | + | ||
− | Taking place in worlds where magic works, [[Torchlight]] and the [[Dragon Age series]] make use of gems that can be set in equipment sockets and provide various bonuses. | + | |
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− | [[GURPS]] | + | |
− | + | ||
+ | Players of [[Fallout 3]] and [[Fallout: New Vegas]] can improve the functionality of weapons in the game by installing items, e.g. scopes, silencers, and extended magazines. | ||
== Using the pattern == | == Using the pattern == | ||
+ | [[Upgrades]] are basically ways of giving players [[Improved Abilities]] so deciding on what [[Abilities]] should be possible to improve through them; common examples include those related to [[Damage]] with [[Variable Accuracy]] or modifying the chance of [[Critical Hits]] or [[Critical Misses]] as special cases of this. Although [[Upgrades]] often are [[Equipment]] - they are to be equip other [[Equipment]] - they do not need to be [[Diegetically Tangible Game Items]]. However, giving [[New Abilities]] by modifying [[Equipment]] is typically handled by [[Crafting]] since this is not a question of [[Upgrading]]. Given that they are [[Equipment]], e.g. gems, silencers, and scopes, most of the design decisions related to [[Upgrades]] are the same as for [[Equipment]] or [[Game Items]] in general. This includes who can use them, how they are acquired, etc. An exception when [[Upgrades]] do not function as [[Equipment]] is when they are made possible through [[Powers]], e.g. enchantment spells in [[GURPS]] or [[Morrowind]] (although since [[Morrowind]] requires ''soul gems'' and can thereby be seen as a combination of using a [[Powers|Power]] and a piece of [[Equipment]]). | ||
− | + | Common types of [[Equipment]] which can be affected by [[Upgrades]] are [[Armor]] and [[Weapons]]. While [[Sockets]] are receptacles for [[Upgrades]], they can also be affected by [[Upgrades]], e.g. by them providing adding additional slots. | |
− | [[Sockets]] | + | |
− | + | The action of installing [[Upgrades]] either can be one generally available to players or can be one governed by how [[Crafting]] works in a game. | |
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− | + | [[Sidegrades]] are a specific type of [[Upgrades]] that rather than generally provide better [[Abilities]] instead provide more specialized ones (in practice this means that they usually balance some type of [[Improved Abilities|Improved Ability]] that an [[Upgrades|Upgrade]] could provide with some other type of [[Decreased Abilities|Decreased Ability]]). | |
− | + | While [[Upgrades]] typically are possible to acquire through gameplay, letting players get them through paying can be seen as a form of [[Pay to Play]]. | |
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=== Interface Aspects === | === Interface Aspects === | ||
− | Applying [[Upgrades]] are usually done in [[Inventories]] since it is there the [[Upgrades]], and [[Equipment]] in general, are | + | Applying [[Upgrades]] are usually done in [[Inventories]] since it is there the [[Upgrades]], and [[Equipment]] in general, are interacted with for most other purposes. |
== Consequences == | == Consequences == | ||
− | [[Upgrades]] are a type of [[Equipment]] that can provide additional [[Improved Abilities]] to other pieces of [[Equipment]]. They provide players with a [[Freedom of Choice]] since the improvements can be done whenever they wish, but doing them are often [[Irreversible Events]] and thereby force players to make [[ | + | [[Upgrades]] are a type of [[Equipment]] that can provide additional [[Improved Abilities]] to other pieces of [[Equipment]] through allowing the [[Upgrading]] of them. They provide players with a [[Freedom of Choice]] since the improvements can be done whenever they wish, but doing them are often [[Irreversible Events]] and thereby force players to make [[Trade-Offs]] decisions between different types of [[Upgrades]]. |
[[Upgrades]] modulate [[Player/Character Skill Composites]], e.g. [[Variable Accuracy]], when these exist and the [[Upgrades]] relate to the relevant skills. | [[Upgrades]] modulate [[Player/Character Skill Composites]], e.g. [[Variable Accuracy]], when these exist and the [[Upgrades]] relate to the relevant skills. | ||
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[[Improved Abilities]], | [[Improved Abilities]], | ||
[[Irreversible Events]], | [[Irreversible Events]], | ||
− | [[ | + | [[Trade-Offs]], |
+ | [[Upgrading]] | ||
=== Can Modulate === | === Can Modulate === | ||
[[Armor]], | [[Armor]], | ||
[[Crafting]], | [[Crafting]], | ||
+ | [[Critical Hits]], | ||
+ | [[Critical Misses]], | ||
+ | [[Damage]], | ||
[[Equipment]], | [[Equipment]], | ||
[[Player/Character Skill Composites]], | [[Player/Character Skill Composites]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Powers]] | ||
+ | |||
[[Sidegrades]] with [[Decreased Abilities]] | [[Sidegrades]] with [[Decreased Abilities]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Inventories]], | [[Inventories]], | ||
+ | [[Pay to Play]], | ||
[[Sockets]] | [[Sockets]] | ||
Latest revision as of 13:33, 26 January 2015
Modifications to game items to make them more effective.
Equipment in game worlds provides benefits to those using them. Upgrades are ways for players to make these benefits greater by modifying the equipment.
Contents
Examples
Taking place in worlds where magic works, Torchlight and the Dragon Age series make use of gems that can be set in equipment sockets and provide various bonuses. GURPS and Morrowind have rules for players to use their skills in spells to enchant items, providing gameplay benefits to how these items work.
Players of Fallout 3 and Fallout: New Vegas can improve the functionality of weapons in the game by installing items, e.g. scopes, silencers, and extended magazines.
Using the pattern
Upgrades are basically ways of giving players Improved Abilities so deciding on what Abilities should be possible to improve through them; common examples include those related to Damage with Variable Accuracy or modifying the chance of Critical Hits or Critical Misses as special cases of this. Although Upgrades often are Equipment - they are to be equip other Equipment - they do not need to be Diegetically Tangible Game Items. However, giving New Abilities by modifying Equipment is typically handled by Crafting since this is not a question of Upgrading. Given that they are Equipment, e.g. gems, silencers, and scopes, most of the design decisions related to Upgrades are the same as for Equipment or Game Items in general. This includes who can use them, how they are acquired, etc. An exception when Upgrades do not function as Equipment is when they are made possible through Powers, e.g. enchantment spells in GURPS or Morrowind (although since Morrowind requires soul gems and can thereby be seen as a combination of using a Power and a piece of Equipment).
Common types of Equipment which can be affected by Upgrades are Armor and Weapons. While Sockets are receptacles for Upgrades, they can also be affected by Upgrades, e.g. by them providing adding additional slots.
The action of installing Upgrades either can be one generally available to players or can be one governed by how Crafting works in a game.
Sidegrades are a specific type of Upgrades that rather than generally provide better Abilities instead provide more specialized ones (in practice this means that they usually balance some type of Improved Ability that an Upgrade could provide with some other type of Decreased Ability).
While Upgrades typically are possible to acquire through gameplay, letting players get them through paying can be seen as a form of Pay to Play.
Interface Aspects
Applying Upgrades are usually done in Inventories since it is there the Upgrades, and Equipment in general, are interacted with for most other purposes.
Consequences
Upgrades are a type of Equipment that can provide additional Improved Abilities to other pieces of Equipment through allowing the Upgrading of them. They provide players with a Freedom of Choice since the improvements can be done whenever they wish, but doing them are often Irreversible Events and thereby force players to make Trade-Offs decisions between different types of Upgrades.
Upgrades modulate Player/Character Skill Composites, e.g. Variable Accuracy, when these exist and the Upgrades relate to the relevant skills.
Relations
Can Instantiate
Equipment, Freedom of Choice, Improved Abilities, Irreversible Events, Trade-Offs, Upgrading
Can Modulate
Armor, Crafting, Critical Hits, Critical Misses, Damage, Equipment, Player/Character Skill Composites, Sockets, Variable Accuracy, Weapons
Can Be Instantiated By
Sidegrades with Decreased Abilities
Can Be Modulated By
Inventories, Pay to Play, Sockets
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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