Difference between revisions of "Competence Areas"

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''Game entities have or can develop areas of specialty within a game.''
''Players have or can develop an area of specialty within a game.''
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This pattern is a still a stub.
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Games in which different types of actions or activities are possible open up for the possibility of different game entities being better or worse at specific abilities. Being a specialist in a type of action and thereby better than others in it means that these game entities have [[Competence Areas]].
 
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Games where player cooperate with each other or even with the game system often require different types of skills. When players can train on one particular set of skill this allows them to become specialists with their own Competence Areas.
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=== Examples ===
 
=== Examples ===
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In [[Warhammer 40K]], space marine units can have some soldier equipped with missile launchers or flamethrowers to make them better at fighting specific types of enemies. All other armies in the game have similar ways of modifying their forces - or have different types of forces to choice from - so that no army should by default have an advantage over another one.
  
Class-based multiplayer first-person shooters such as Team Fortress Classic or Return to Castle Wolfenstein: Enemy Territory allows players to play one class and develop their expertise as a member of that class.
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Class-based multiplayer [[:Category:FPS Games|First-Person Shooters]] such as the [[Team Fortress series]] or the [[Battlefield series]] allow players to play one class and develop their expertise as a member of that class. In [[World of Warcraft]], many different races and classes also exist but during gameplay, these are less important than if player characters excel functional roles such as ''tanker'', ''healers'', or ''damage dealer''. The [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] [[Dungeons & Dragons]] had in early versions a near one-to-one mapping between classes and [[Competence Areas]], but this have been less prominent in the fourth edition - something clearly noticeable by the use of function role concepts ''Controller'', ''Defender'', ''Leader'', and ''Striker''.
  
 
== Using the pattern ==
 
== Using the pattern ==
Competence Areas require a Multiplayer Game that supports Team Play and Cooperation. Giving players areas of expertise from the beginning of gameplay can be done by Privileged Abilities while Competence Areas can arise from New Abilities or Improved Abilities during gameplay, often implemented as improved or new Skills of Characters. Competence Areas can emerge from open-ended actions such as Construction when they provide Creative Control but is difficult to guarantee by a game design.
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A major design choice for [[Competence Areas]] is if the game entities with the competences represent different players or are a group of resources available to one player. The first option requires [[Multiplayer Games]] and here [[Competence Areas]] can occur because players are trying to find ways of out-competing each other or because [[Cooperation]] becomes more efficient if they do specialize. Another major choice for [[Competence Areas]] is whether they should be present from the beginning of the game or appear as gameplay progress, and in the latter case if players have a say in how these develop and if who has what [[Competence Areas|Competence Area]] is permanent.
  
When players can affect what abilities they receive during gameplay this allows for Planned Character Development and Team Development, although it might have a negative effect on Team Balance. This allows players to have Varied Gameplay by developing different Competence Areas in different game instances, and can allow Team Balance as players can react to strength of other teams and develop Competence Areas to counter these strengths.
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[[Privileged Abilities]] are general ways of making different [[Characters]] or [[Units]] have different [[Abilities]], and thereby [[Competence Areas]]. More specific ways includes providing different [[Characteristics]] and [[Abilities]] include using [[Equipment Slots]], [[Skills]], [[Tools]], and [[Weapons]] as well as [[Privileged Movement]]. All these may be present at the beginning of games (as e.g. [[Warhammer 40K]] requires) or can develop over time through [[New Abilities|New]] or  [[Improved Abilities]] ([[Dungeons & Dragons]] and [[World of Warcraft]] are examples of this, and so is the [[Left 4 Dead series]] through picking up weapons found during gameplay). [[Sidegrades]] is a specific option letting players specialize during or between game sessions and thereby customize their [[Abilities]] to gain the [[Competence Areas]] perceive to be most beneficial. Although [[Ability Losses]], [[Decreased Abilities]], and [[Movement Limitations]] cannot give [[Competence Areas]] to those that affected by these changes, they can effectively give them to ''not'' affected. Generally, games with [[Characters]] that can have [[Player-Planned Development]] lead to the players making sure that these will have [[Competence Areas]]. In games with [[Teams]], the presence of [[Team Development]] can allow individual members to develop their own [[Competence Areas]].  
  
=== Diegetic Aspects ===
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[[Polyathlons]] by their nature requires that players master several different [[Competence Areas]], but lets players strive to win by being better at some areas than others are.
 
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
Competence Areas gives games Orthogonal Unit Differentiation and can provide players with Empowerment as well as Social Statuses within Social Organizations. Competence Areas are likely to give rise to Dynamic Alliances in Multiplayer Games unless players are already part of teams. The possibility of Ability Losses in games also makes the loss of Competence Areas possible.
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[[Competence Areas]] change the importance of [[Abstract Player Constructs]], [[Characters]], and [[Units]] in games since they have functionally specialized abilities; this is only indirect for [[Avatars]] since when these are used it is the players that have the actual competence. The possibility of attaining [[Competence Areas]] during gameplay give players [[Gain Competence]] goals and can give [[Varied Gameplay]] between game instances if players have choices regarding with [[Competence Areas]] to develop. When different entities have different [[Competence Areas]], this provides [[Orthogonal Differentiation]]. In [[Multiplayer Games]], having players with different [[Compentence Areas]] is likely to also give them different [[Social Roles]]. When [[Competence Areas]] are based on players own skills there provide skilled players with [[Gameplay Mastery]] but another form of [[Gameplay Mastery]] can be to know which [[Competence Areas]] to select or strive for in a game when these competences are based on [[Character Classes]], [[Powers]], or [[Skills]].  
  
Polyathlons requires players to specialize in a small number of Competence Areas, or be above average in all Competence Areas.
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In [[Single-Player Games]], [[Competence Areas]] between different types of [[Units]] or between [[Characters]] can support [[Freedom of Choice]] between different tactics and allow the possibility a greater variety of [[Team Combos]]. In [[Multiplayer Games]], [[Competence Areas]] can provide players with [[Empowerment]] as well as [[Game-Based Social Statuses]]. When [[Cooperation]] exists, the [[Competence Areas]] can lead to more formalized [[Functional Roles]] between the players.
  
 
== Relations ==
 
== Relations ==
Beyond that, specific ways of allowing [[Competence Areas]] include [[Sidegrades]], [[Skills]], [[Tools]], and [[Weapons]] while [[Equipment Slots]] can force specialization since each entity cannot carry [[Tools]] or [[Weapons]] for each situation (the [[Left 4 Dead series]] is an example where [[Equipment Slots]] has this consequence).
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
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[[Empowerment]],
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[[Gain Competence]],
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[[Game-Based Social Statuses]],
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[[Gameplay Mastery]],
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[[Orthogonal Differentiation]],
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[[Varied Gameplay]]
  
 
==== with [[Cooperation]] ====
 
==== with [[Cooperation]] ====
 
[[Functional Roles]]
 
[[Functional Roles]]
  
==== with [[New Abilities]] and [[Teams]] ====
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==== with [[Multiplayer Games]] ====
[[Functional Roles]]
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[[Social Roles]]
 
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==== with [[Privileged Abilities]] and [[Teams]] ====
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[[Functional Roles]]
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Abilities]],
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[[Abstract Player Constructs]],
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[[Characters]],
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players,
 +
[[Units]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Ability Losses]],
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[[Characteristics]],
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[[Decreased Abilities]],
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[[Equipment Slots]],
 
[[Improved Abilities]],  
 
[[Improved Abilities]],  
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[[Movement Limitations]],
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[New Abilities]],  
 
[[New Abilities]],  
[[Sidegrades]]
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[[Player-Planned Development]],
 
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[[Polyathlons]],
[[Characters]] together with [[Player-Planned Development]]
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[[Privileged Abilities]],
 
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[[Privileged Movement]],
[[Functional Roles]] together with [[Cooperation]]
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[[Sidegrades]],
 
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[[Skills]],
[[Privileged Abilities]] together with [[Cooperation]]
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[[Team Development]],
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[[Tools]],
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[[Weapons]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Latest revision as of 08:00, 11 August 2016

Game entities have or can develop areas of specialty within a game.

Games in which different types of actions or activities are possible open up for the possibility of different game entities being better or worse at specific abilities. Being a specialist in a type of action and thereby better than others in it means that these game entities have Competence Areas.

Examples

In Warhammer 40K, space marine units can have some soldier equipped with missile launchers or flamethrowers to make them better at fighting specific types of enemies. All other armies in the game have similar ways of modifying their forces - or have different types of forces to choice from - so that no army should by default have an advantage over another one.

Class-based multiplayer First-Person Shooters such as the Team Fortress series or the Battlefield series allow players to play one class and develop their expertise as a member of that class. In World of Warcraft, many different races and classes also exist but during gameplay, these are less important than if player characters excel functional roles such as tanker, healers, or damage dealer. The Tabletop Roleplaying Game Dungeons & Dragons had in early versions a near one-to-one mapping between classes and Competence Areas, but this have been less prominent in the fourth edition - something clearly noticeable by the use of function role concepts Controller, Defender, Leader, and Striker.

Using the pattern

A major design choice for Competence Areas is if the game entities with the competences represent different players or are a group of resources available to one player. The first option requires Multiplayer Games and here Competence Areas can occur because players are trying to find ways of out-competing each other or because Cooperation becomes more efficient if they do specialize. Another major choice for Competence Areas is whether they should be present from the beginning of the game or appear as gameplay progress, and in the latter case if players have a say in how these develop and if who has what Competence Area is permanent.

Privileged Abilities are general ways of making different Characters or Units have different Abilities, and thereby Competence Areas. More specific ways includes providing different Characteristics and Abilities include using Equipment Slots, Skills, Tools, and Weapons as well as Privileged Movement. All these may be present at the beginning of games (as e.g. Warhammer 40K requires) or can develop over time through New or Improved Abilities (Dungeons & Dragons and World of Warcraft are examples of this, and so is the Left 4 Dead series through picking up weapons found during gameplay). Sidegrades is a specific option letting players specialize during or between game sessions and thereby customize their Abilities to gain the Competence Areas perceive to be most beneficial. Although Ability Losses, Decreased Abilities, and Movement Limitations cannot give Competence Areas to those that affected by these changes, they can effectively give them to not affected. Generally, games with Characters that can have Player-Planned Development lead to the players making sure that these will have Competence Areas. In games with Teams, the presence of Team Development can allow individual members to develop their own Competence Areas.

Polyathlons by their nature requires that players master several different Competence Areas, but lets players strive to win by being better at some areas than others are.

Consequences

Competence Areas change the importance of Abstract Player Constructs, Characters, and Units in games since they have functionally specialized abilities; this is only indirect for Avatars since when these are used it is the players that have the actual competence. The possibility of attaining Competence Areas during gameplay give players Gain Competence goals and can give Varied Gameplay between game instances if players have choices regarding with Competence Areas to develop. When different entities have different Competence Areas, this provides Orthogonal Differentiation. In Multiplayer Games, having players with different Compentence Areas is likely to also give them different Social Roles. When Competence Areas are based on players own skills there provide skilled players with Gameplay Mastery but another form of Gameplay Mastery can be to know which Competence Areas to select or strive for in a game when these competences are based on Character Classes, Powers, or Skills.

In Single-Player Games, Competence Areas between different types of Units or between Characters can support Freedom of Choice between different tactics and allow the possibility a greater variety of Team Combos. In Multiplayer Games, Competence Areas can provide players with Empowerment as well as Game-Based Social Statuses. When Cooperation exists, the Competence Areas can lead to more formalized Functional Roles between the players.

Relations

Can Instantiate

Empowerment, Gain Competence, Game-Based Social Statuses, Gameplay Mastery, Orthogonal Differentiation, Varied Gameplay

with Cooperation

Functional Roles

with Multiplayer Games

Social Roles

Can Modulate

Abilities, Abstract Player Constructs, Characters, players, Units

Can Be Instantiated By

Ability Losses, Characteristics, Decreased Abilities, Equipment Slots, Improved Abilities, Movement Limitations, Multiplayer Games, New Abilities, Player-Planned Development, Polyathlons, Privileged Abilities, Privileged Movement, Sidegrades, Skills, Team Development, Tools, Weapons

Can Be Modulated By

Cooperation

Possible Closure Effects

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Potentially Conflicting With

Ability Losses

History

An updated version of the pattern Competence Areas that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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