Difference between revisions of "Cooldown"
(→Can Modulate) |
|||
(15 intermediate revisions by the same user not shown) | |||
Line 11: | Line 11: | ||
=== Examples === | === Examples === | ||
[[World of Warcraft]] has [[Cooldown|Cooldowns]] linked to many spells, abilities, and powers of items. One common example is the ''Hearthstones'' players are given which allows them to teleport their home location - these can only be used every 30 minutes. Some of these [[Cooldown]] effects apply not only to the ability used but ones related by being provided by similar items or being class abilities. | [[World of Warcraft]] has [[Cooldown|Cooldowns]] linked to many spells, abilities, and powers of items. One common example is the ''Hearthstones'' players are given which allows them to teleport their home location - these can only be used every 30 minutes. Some of these [[Cooldown]] effects apply not only to the ability used but ones related by being provided by similar items or being class abilities. | ||
+ | |||
+ | The fourth edition of [[Dungeons & Dragons]] make many of the powers players can perform only possible to do once per encounter or day. | ||
Many of the primary attacks that special infected can do in [[Left 4 Dead series]] have [[Cooldown]] periods associated with them, and this makes players have to consider when to use them. | Many of the primary attacks that special infected can do in [[Left 4 Dead series]] have [[Cooldown]] periods associated with them, and this makes players have to consider when to use them. | ||
== Using the pattern == | == Using the pattern == | ||
− | Creating [[Cooldown]] in games basically consists of choosing which actions or | + | [[Cooldown]] effects are typically used in games to limit the use of specific actions but can also be used as [[Energy Penalties]]. Creating [[Cooldown]] in games basically consists of choosing which actions or [[Abilities]] should be assigned [[Time Limits]] before they can be used again. Since this temporarily gives players [[Ability Losses]] or [[Decreased Abilities]], [[Cooldown|Cooldowns]] can be seen as a combination of these two patterns. A special case is found in games with [[Deck Building]]. This happens when new [[Cards]] are put in [[Discard Piles]] which, since they most likely won't be drawn to players' [[Hands]] immediately, will cause a [[Cooldown]] period for these [[Cards]] (in this case, acquiring [[Cards]] can be seen as a use of them). |
− | Any actions can be the target of [[Cooldown]] restrictions, but commonly these are applied to [[Privileged | + | Any actions can be the target of [[Cooldown]] restrictions, but commonly these are applied to [[Privileged Abilities]] (for [[Balancing Effects|Balancing]] purposes), [[Tools]] and [[Installations]]. A use of [[Cooldown]] common in [[Collectible Card Games]] is that used [[Cards]] are ''tapped'', i.e. turned 90 degrees, to show that they cannot be used again until the recharge (which is typically done at the start of a player's next turn). |
− | [[ | + | [[Cooldown]] can be used to link various [[Game Items]] together. ''Shared [[Cooldown|Cooldowns]]'' restricts not only the use of actions just performed but some set of other actions as well, an example from [[World of Warcraft]] being that the use of an ''Earth Elemental Totem'' restricts the use of an ''Fire Elemental Totem'' for 2 minutes and vice versa (they also have individual [[Cooldown]] periods of 10 minutes). The kind of [[Cooldown|Cooldowns]] are typically restricted to [[Privileged Abilities]] since they can work on these without breaking [[Thematic Consistency]]. ''Global [[Cooldown|Cooldowns]]'' (also found in [[World of Warcraft]]) apply to most of a players actions, and can be seen as adding a minimum [[Cooldown]] to all actions except when followed by one of a few specific actions. |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
− | [[ | + | |
+ | Making actions into [[Extended Actions]] has several similarities with linking [[Cooldown]] periods to them, and these may be considered instead. They may also make sense to be combine in some cases, e.g. by having ''Global [[Downtime]]'' on all actions but making some of these actually enforce [[Downtime]]. | ||
− | + | While [[Cooldown]] is most typically applied to the actions players can do, it can also be applied to [[Non-Player Help]] as a way of limiting the amount of [[Extra-Game Input]] a game can have. | |
− | [[Cooldown]] | + | |
− | + | ||
− | + | ||
=== Interface Aspects === | === Interface Aspects === | ||
Line 36: | Line 31: | ||
== Consequences == | == Consequences == | ||
− | [[ | + | Players know how long time [[Cooldown]] are going to last and this creates [[Hovering Closures]] even if players might not know exactly how long time remains if they are not provide with [[Game State Indicators]]. Since it motivates them to use other actions while the [[Cooldown]] is in effect, the pattern also promotes [[Varied Gameplay]] and [[Stimulated Planning]] in how and when to use these different actions. This is under the assumption that there are other actions to perform - if they are not then [[Cooldown]] instead gives rise to [[Downtime]]. Since [[Cooldown]] limits overuse of the most efficient actions in any given context (quite often [[Privileged Abilities]]) they provide a general form of [[Balancing Effects]]. |
− | [[Hovering Closures]] | + | |
− | + | [[Cooldown]] provides individual [[Action Caps]] to abilities but this is extended to all (or most) actions for ''Global [[Cooldown|Cooldowns]]'', and this can be seen as a way of making the gameplay similar to that of [[Tick-Based Games]]. | |
− | + | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
− | [[Tick-Based Games]] | + | [[Action Caps]], |
− | + | [[Balancing Effects]], | |
− | + | [[Downtime]], | |
+ | [[Energy Penalties]], | ||
+ | [[Hovering Closures]], | ||
+ | [[Stimulated Planning]], | ||
+ | [[Tick-Based Games]], | ||
+ | [[Varied Gameplay]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Abilities]], | ||
+ | [[Cards]], | ||
+ | [[Collectible Card Games]], | ||
[[Installations]], | [[Installations]], | ||
− | [[Privileged | + | [[Non-Player Help]], |
+ | [[Privileged Abilities]], | ||
[[Tools]] | [[Tools]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Decreased Abilities]] together with [[ | + | [[Time Limits]] together with [[Ability Losses]] or [[Decreased Abilities]] |
+ | |||
+ | [[Deck Building]] together with [[Discard Piles]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Latest revision as of 13:15, 26 August 2015
A period of time when an action is not possible to use directly after it has been used.
Games typically provide players with many ways to affect the game state. Not all action possible can however be used all the time, and one way this is done in games is through simply requiring that a certain period of time transpires before the same kind of action is done again. Actions restricted in this way are said to have a Cooldown period, based upon the metaphor of it becoming overheated by being used and requiring some time to cool down again.
Contents
Examples
World of Warcraft has Cooldowns linked to many spells, abilities, and powers of items. One common example is the Hearthstones players are given which allows them to teleport their home location - these can only be used every 30 minutes. Some of these Cooldown effects apply not only to the ability used but ones related by being provided by similar items or being class abilities.
The fourth edition of Dungeons & Dragons make many of the powers players can perform only possible to do once per encounter or day.
Many of the primary attacks that special infected can do in Left 4 Dead series have Cooldown periods associated with them, and this makes players have to consider when to use them.
Using the pattern
Cooldown effects are typically used in games to limit the use of specific actions but can also be used as Energy Penalties. Creating Cooldown in games basically consists of choosing which actions or Abilities should be assigned Time Limits before they can be used again. Since this temporarily gives players Ability Losses or Decreased Abilities, Cooldowns can be seen as a combination of these two patterns. A special case is found in games with Deck Building. This happens when new Cards are put in Discard Piles which, since they most likely won't be drawn to players' Hands immediately, will cause a Cooldown period for these Cards (in this case, acquiring Cards can be seen as a use of them).
Any actions can be the target of Cooldown restrictions, but commonly these are applied to Privileged Abilities (for Balancing purposes), Tools and Installations. A use of Cooldown common in Collectible Card Games is that used Cards are tapped, i.e. turned 90 degrees, to show that they cannot be used again until the recharge (which is typically done at the start of a player's next turn).
Cooldown can be used to link various Game Items together. Shared Cooldowns restricts not only the use of actions just performed but some set of other actions as well, an example from World of Warcraft being that the use of an Earth Elemental Totem restricts the use of an Fire Elemental Totem for 2 minutes and vice versa (they also have individual Cooldown periods of 10 minutes). The kind of Cooldowns are typically restricted to Privileged Abilities since they can work on these without breaking Thematic Consistency. Global Cooldowns (also found in World of Warcraft) apply to most of a players actions, and can be seen as adding a minimum Cooldown to all actions except when followed by one of a few specific actions.
Making actions into Extended Actions has several similarities with linking Cooldown periods to them, and these may be considered instead. They may also make sense to be combine in some cases, e.g. by having Global Downtime on all actions but making some of these actually enforce Downtime.
While Cooldown is most typically applied to the actions players can do, it can also be applied to Non-Player Help as a way of limiting the amount of Extra-Game Input a game can have.
Interface Aspects
Since it may be of vital importance for players to know when they can use actions again, the time remaining of Cooldown periods are typically shown through Game State Indicators.
Consequences
Players know how long time Cooldown are going to last and this creates Hovering Closures even if players might not know exactly how long time remains if they are not provide with Game State Indicators. Since it motivates them to use other actions while the Cooldown is in effect, the pattern also promotes Varied Gameplay and Stimulated Planning in how and when to use these different actions. This is under the assumption that there are other actions to perform - if they are not then Cooldown instead gives rise to Downtime. Since Cooldown limits overuse of the most efficient actions in any given context (quite often Privileged Abilities) they provide a general form of Balancing Effects.
Cooldown provides individual Action Caps to abilities but this is extended to all (or most) actions for Global Cooldowns, and this can be seen as a way of making the gameplay similar to that of Tick-Based Games.
Relations
Can Instantiate
Action Caps, Balancing Effects, Downtime, Energy Penalties, Hovering Closures, Stimulated Planning, Tick-Based Games, Varied Gameplay
Can Modulate
Abilities, Cards, Collectible Card Games, Installations, Non-Player Help, Privileged Abilities, Tools
Can Be Instantiated By
Time Limits together with Ability Losses or Decreased Abilities
Deck Building together with Discard Piles
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-