Difference between revisions of "Characteristics"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
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[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''Data and facts specific to individual entities in a game.'' | |
− | ' | + | |
− | + | While most games have many different game components, not all of them have several different types of data connected to them. Those that do, and where these can change during gameplay have [[Characteristics]]. | |
Wikipedia describes the same concept under the entry "Statistic"<ref name="stat"/> (which is not used in this collection because the plural form would be misleading). | Wikipedia describes the same concept under the entry "Statistic"<ref name="stat"/> (which is not used in this collection because the plural form would be misleading). | ||
=== Examples === | === Examples === | ||
+ | [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], e.g. [[Dungeons & Dragons]] and [[GURPS]], are prime examples of games having many [[Characteristics]] attached to the characters that people play. These [[Characteristics]] typically represent both physical and mental attributes as well as skills and powers that may have been learned. [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] such as the [[Fallout series]] or the [[Dragon Age series]] work in a similar fashion. [[:Category:FPS Games|FPS Games]] that have roleplaying elements in them also make heavy use of [[Characteristics]], but even other ones (such as the [[Quake series]]) can be said to have them through having health and armor attributes. | ||
− | + | [[:Category:Strategy Games|Strategy Games]] such as the [[Europa Universalis series|Europa Universalis]] and [[Civilization (video game) series|Civilization series]] show how [[Characteristics]] can be tied to abstract concepts such as civilizations and countries rather than characters. | |
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== Using the pattern == | == Using the pattern == | ||
− | + | While [[Characteristics]] naturally is part of [[Characters]], the pattern can also be used to characterize [[Abstract Player Constructs]] or more specifically, [[Bases]] or [[Teams]]. Typical parts of [[Characteristics]] is [[Attributes]], [[Advantages]], [[Disadvantages]], [[Factions]], and [[Powers]]. As their names imply, [[Character Alignments]], [[Character Classes]], and [[Character Levels]] are more applicable on [[Characters]] as is [[Skills]]. [[Technologies]] in contrast are more often suitable for [[Abstract Player Constructs]] such as countries or civilizations (individual cities can also have [[Characteristics]] in games with countries and civilizations such as the [[Europa Universalis series|Europa Universalis]] or [[Civilization (video game) series|Civilization series]]). | |
− | While [[Characteristics]] naturally is part of [[Characters]], the pattern can also be used to characterize [[Abstract Player Constructs]]. | + | |
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− | Typical parts of [[Characteristics]] is [[Attributes]], [[Advantages]], [[Disadvantages]], [[Factions]], and [[Powers]]. As their names imply, [[Character Alignments]], [[Character Classes]], and [[Character Levels]] are more applicable on [[Characters]] as is [[Skills]]. | + | |
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[[Equipment]] is typically not seen as part of [[Characteristics]] but this can vary, even within one game. For example, "Signature Gear" is an [[Advantages|Advantage]] in [[GURPS]] that allows players to have items (including [[Tools]] and [[Weapons]]) that are more coupled to a [[Characters|Character]] concept, and thereby have some protection against being lost compared to other [[Equipment]]. | [[Equipment]] is typically not seen as part of [[Characteristics]] but this can vary, even within one game. For example, "Signature Gear" is an [[Advantages|Advantage]] in [[GURPS]] that allows players to have items (including [[Tools]] and [[Weapons]]) that are more coupled to a [[Characters|Character]] concept, and thereby have some protection against being lost compared to other [[Equipment]]. | ||
+ | Changes in [[Characteristics]] are often regulated individually for each type of [[Characteristics|Characteristic]] but can also be changed more generally, e.g. when reaching new [[Character Levels]]. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Narration Aspects === | === Narration Aspects === | ||
− | Persistent changes in [[Characteristics]] can be examples of [[Abstract Player Construct Development]] or [[Character Development]], and these can be important parts of a game narration. | + | Persistent changes in [[Characteristics]] can be examples of [[Abstract Player Construct Development]] or [[Character Development]] depending on if they are applied on [[Characters]] and [Abstract Player Constructs]], and these can be important parts of a game narration. |
== Consequences == | == Consequences == | ||
− | [[Characteristics]] heavily influence how [[Characters]] and [[Abstract Player Constructs]] work in games. [[Competence Areas]] often arise when different agents have different [[Characteristics]] | + | [[Characteristics]] heavily influence how [[Characters]] and [[Abstract Player Constructs]] work in games. [[Competence Areas]] often arise when different agents have different [[Characteristics]]. Changes in them can been seen as [[Abstract Player Construct Development]], [[Character Development]] or [[Team Development]] depending on what the [[Characteristics]] are attached to. |
== Relations == | == Relations == | ||
+ | === Can Instantiate === | ||
+ | [[Competence Areas]] | ||
− | [[ | + | ==== with [[Abstract Player Constructs]] ==== |
+ | [[Abstract Player Construct Development]] | ||
+ | ==== with [[Characters]] ==== | ||
+ | [[Character Development]] | ||
− | === | + | ==== with [[Teams]] ==== |
− | [[ | + | [[Team Development]] |
− | [[ | + | |
− | + | ||
=== Can Modulate === | === Can Modulate === | ||
[[Abstract Player Constructs]], | [[Abstract Player Constructs]], | ||
− | [[Characters]] | + | [[Characters]], |
+ | [[Bases]], | ||
+ | [[Teams]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Factions]], | [[Factions]], | ||
[[Powers]], | [[Powers]], | ||
− | [[Skills]] | + | [[Skills]], |
+ | [[Technologies]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Character Levels]], | ||
[[Character Sheets]], | [[Character Sheets]], | ||
[[Secondary Interface Screens]] | [[Secondary Interface Screens]] |
Latest revision as of 10:53, 4 July 2016
Data and facts specific to individual entities in a game.
While most games have many different game components, not all of them have several different types of data connected to them. Those that do, and where these can change during gameplay have Characteristics.
Wikipedia describes the same concept under the entry "Statistic"[1] (which is not used in this collection because the plural form would be misleading).
Contents
Examples
Tabletop Roleplaying Games, e.g. Dungeons & Dragons and GURPS, are prime examples of games having many Characteristics attached to the characters that people play. These Characteristics typically represent both physical and mental attributes as well as skills and powers that may have been learned. Computer-based Roleplaying Games such as the Fallout series or the Dragon Age series work in a similar fashion. FPS Games that have roleplaying elements in them also make heavy use of Characteristics, but even other ones (such as the Quake series) can be said to have them through having health and armor attributes.
Strategy Games such as the Europa Universalis and Civilization series show how Characteristics can be tied to abstract concepts such as civilizations and countries rather than characters.
Using the pattern
While Characteristics naturally is part of Characters, the pattern can also be used to characterize Abstract Player Constructs or more specifically, Bases or Teams. Typical parts of Characteristics is Attributes, Advantages, Disadvantages, Factions, and Powers. As their names imply, Character Alignments, Character Classes, and Character Levels are more applicable on Characters as is Skills. Technologies in contrast are more often suitable for Abstract Player Constructs such as countries or civilizations (individual cities can also have Characteristics in games with countries and civilizations such as the Europa Universalis or Civilization series).
Equipment is typically not seen as part of Characteristics but this can vary, even within one game. For example, "Signature Gear" is an Advantage in GURPS that allows players to have items (including Tools and Weapons) that are more coupled to a Character concept, and thereby have some protection against being lost compared to other Equipment.
Changes in Characteristics are often regulated individually for each type of Characteristic but can also be changed more generally, e.g. when reaching new Character Levels.
Diegetic Aspects
The diegesis of a game typically provides the inspiration for which Characteristics are possible and relevant.
Interface Aspects
The introduction of many Characteristics can required the need for Secondary Interface Screens; for Tabletop Roleplaying Games any amount of Characteristics can require Character Sheets.
Narration Aspects
Persistent changes in Characteristics can be examples of Abstract Player Construct Development or Character Development depending on if they are applied on Characters and [Abstract Player Constructs]], and these can be important parts of a game narration.
Consequences
Characteristics heavily influence how Characters and Abstract Player Constructs work in games. Competence Areas often arise when different agents have different Characteristics. Changes in them can been seen as Abstract Player Construct Development, Character Development or Team Development depending on what the Characteristics are attached to.
Relations
Can Instantiate
with Abstract Player Constructs
Abstract Player Construct Development
with Characters
with Teams
Can Modulate
Abstract Player Constructs, Characters, Bases, Teams
Can Be Instantiated By
Attributes, Advantages, Character Alignments Character Classes, Character Levels, Disadvantages, Factions, Powers, Skills, Technologies
Can Be Modulated By
Character Levels, Character Sheets, Secondary Interface Screens
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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