Difference between revisions of "New Abilities"

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[[New Abilities]] given to specific [[Focus Loci]] such as [[Avatars]] and [[Characters]] can be ties to the introduction of specific game elements such as [[Equipment]], [[Tools]], [[Weapons]] and even new [[Companions]].  This can be used to make the [[New Abilities]] a form of [[Limited Resources]] and allow [[Transfer of Control]] of the [[New Abilities]] through for example [[Trading]] or [[Stealing]]. Other ways of introducing [[New Abilities]] depend more on tying them directly to the game [[Game Worlds]], for example through introducing [[Controllers]] or by creating [[Environmental Effects]] that are defined by the [[New Abilities]] they provide. This localizes the [[New Abilities]] to specific points in the [[Game Worlds]] and makes players have to move the [[Avatars]] or [[Characters]] there to get the [[Abilities]]. The placement of [[Chargers]] and [[Power-Ups]] in [[Game Worlds]] provide similar options but here getting to particular places (at the right time) becomes important and one then get the [[New Abilities]] with a [[Time Limits|Time Limit]]. These approaches can be used for [[Units]] as well. When done so, they increase the value of individual [[Units]] and can create [[Orthogonal Unit Differentiation]], but unless the [[New Abilities]] are also [[Temporary Abilities]] due to [[Time Limits]], this may make them more into [[Characters]] than [[Units]]. Non-localized ways of giving [[New Abilities]] are through [[Character Levels]] or results of [[Investments]] such as advances in [[Technology Trees]], and these options can be applied to [[Abstract Player Constructs]], [[Characters]], or classes of [[Units]].
 
[[New Abilities]] given to specific [[Focus Loci]] such as [[Avatars]] and [[Characters]] can be ties to the introduction of specific game elements such as [[Equipment]], [[Tools]], [[Weapons]] and even new [[Companions]].  This can be used to make the [[New Abilities]] a form of [[Limited Resources]] and allow [[Transfer of Control]] of the [[New Abilities]] through for example [[Trading]] or [[Stealing]]. Other ways of introducing [[New Abilities]] depend more on tying them directly to the game [[Game Worlds]], for example through introducing [[Controllers]] or by creating [[Environmental Effects]] that are defined by the [[New Abilities]] they provide. This localizes the [[New Abilities]] to specific points in the [[Game Worlds]] and makes players have to move the [[Avatars]] or [[Characters]] there to get the [[Abilities]]. The placement of [[Chargers]] and [[Power-Ups]] in [[Game Worlds]] provide similar options but here getting to particular places (at the right time) becomes important and one then get the [[New Abilities]] with a [[Time Limits|Time Limit]]. These approaches can be used for [[Units]] as well. When done so, they increase the value of individual [[Units]] and can create [[Orthogonal Unit Differentiation]], but unless the [[New Abilities]] are also [[Temporary Abilities]] due to [[Time Limits]], this may make them more into [[Characters]] than [[Units]]. Non-localized ways of giving [[New Abilities]] are through [[Character Levels]] or results of [[Investments]] such as advances in [[Technology Trees]], and these options can be applied to [[Abstract Player Constructs]], [[Characters]], or classes of [[Units]].
  
Giving players a [[Freedom of Choice]] over what [[New Abilities]] they gain and letting information about the possible [[New Abilities]] be made available in advance allows for [[Player-Planned Development]]. In games with [[Team Play]], this also allows [[Team Development]] and player-directed [[Orthogonal Unit Differentiation]].
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Giving players a [[Freedom of Choice]] over what [[New Abilities]] they gain and letting information about the possible [[New Abilities]] be made available in advance allows for [[Player-Planned Development]]. In games with [[Team Play]], this also allows [[Team Development]] and player-directed [[Orthogonal Differentiation]].
  
 
Like [[Privileged Abilities]], [[New Abilities]] can affect [[Player Balance]] negatively. This may be countered by the [[Balancing Effects]] of linking the [[New Abilities]] to [[Ability Losses]] of another type, forcing players to perform [[Risk/Reward]] and [[Tradeoff]] choices. Another way to provide [[Balancing Effects]] is to have the actions provided by the [[New Abilities]] extend a set action that need to be paid for by [[Budgeted Action Points]] - so using the [[New Abilities]] means not using old ones. Putting [[Time Limits]] on how long players have the [[New Abilities]] - as is often done with [[Power-Ups]] - is a third way of balancing [[New Abilities]].
 
Like [[Privileged Abilities]], [[New Abilities]] can affect [[Player Balance]] negatively. This may be countered by the [[Balancing Effects]] of linking the [[New Abilities]] to [[Ability Losses]] of another type, forcing players to perform [[Risk/Reward]] and [[Tradeoff]] choices. Another way to provide [[Balancing Effects]] is to have the actions provided by the [[New Abilities]] extend a set action that need to be paid for by [[Budgeted Action Points]] - so using the [[New Abilities]] means not using old ones. Putting [[Time Limits]] on how long players have the [[New Abilities]] - as is often done with [[Power-Ups]] - is a third way of balancing [[New Abilities]].

Revision as of 18:07, 16 June 2011

The event of gaining new abilities during gameplay that allows for new actions to be performed.

Many games provide players with additional actions that they can perform after they have started playing. These New Abilities give players more freedom in the game and allow them to be more empowered as gameplay continues.

This pattern is a still a stub.

Examples

Example: Roleplaying games that use character levels often, especially to wizard or cleric character classes, award players with new spell-casting abilities. Other examples of new abilities include new forms of attack for fighters and new stealth possibilities for thieves.

Example: Return to Castle Wolfenstein: Enemy Territory allows players to gain experience in several different skills during game play. When players "level up" in a skill, they gain new abilities connected to that skill, e. g., being able to call air strikes based on observation with binoculars, fully reviving team mates with health injections, or having more ammunition in supply packs.

Example: Becoming a zombie in Zombiepox does not automatically mean game over, since players can cure their Avatars by finding brains. However, the players' Avatars have the ability to spread the zombie disease just like other zombies, which does not aid in player success.

Dragon Age series

Dungeon & Dragons


Using the pattern

Besides what Abilities should be given, the primary design choices for New Abilities lies in if the Abilities are linked to specific Focus Loci or more generally to players, if players can affect what Abilities is gained, and if the Abilities gained are Temporary Abilities due to having Time Limits.

New Abilities given to specific Focus Loci such as Avatars and Characters can be ties to the introduction of specific game elements such as Equipment, Tools, Weapons and even new Companions. This can be used to make the New Abilities a form of Limited Resources and allow Transfer of Control of the New Abilities through for example Trading or Stealing. Other ways of introducing New Abilities depend more on tying them directly to the game Game Worlds, for example through introducing Controllers or by creating Environmental Effects that are defined by the New Abilities they provide. This localizes the New Abilities to specific points in the Game Worlds and makes players have to move the Avatars or Characters there to get the Abilities. The placement of Chargers and Power-Ups in Game Worlds provide similar options but here getting to particular places (at the right time) becomes important and one then get the New Abilities with a Time Limit. These approaches can be used for Units as well. When done so, they increase the value of individual Units and can create Orthogonal Unit Differentiation, but unless the New Abilities are also Temporary Abilities due to Time Limits, this may make them more into Characters than Units. Non-localized ways of giving New Abilities are through Character Levels or results of Investments such as advances in Technology Trees, and these options can be applied to Abstract Player Constructs, Characters, or classes of Units.

Giving players a Freedom of Choice over what New Abilities they gain and letting information about the possible New Abilities be made available in advance allows for Player-Planned Development. In games with Team Play, this also allows Team Development and player-directed Orthogonal Differentiation.

Like Privileged Abilities, New Abilities can affect Player Balance negatively. This may be countered by the Balancing Effects of linking the New Abilities to Ability Losses of another type, forcing players to perform Risk/Reward and Tradeoff choices. Another way to provide Balancing Effects is to have the actions provided by the New Abilities extend a set action that need to be paid for by Budgeted Action Points - so using the New Abilities means not using old ones. Putting Time Limits on how long players have the New Abilities - as is often done with Power-Ups - is a third way of balancing New Abilities.


Can Be Instantiated By

Evolving Rule Sets, Privileged Movement, Quick Returns, Varying Rule Sets,

Capture together with Transfer of Control

Can Be Modulated By

Factions, Privileged Abilities,

Having diseases and the ability to spread them is an example of how a New Ability can be a Penalty. Role Reversal events often give players New Abilities while at the same time imposing Ability Losses of existing ones.


The difference between New Abilities and Improved Abilities can be defined in several different ways: if the new action is activated in the same way as the old, if the consequences of the action affect different parts of the game state, or if the explanation given by the Alternative Reality differentiates them. New Abilities, unless present in other game elements or part of Predefined Goals, fits less well with a Consistent Reality Logic than Improved Abilities.


Can Instantiate

Ammunition, Character Defining Actions,

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

New Abilities - quite obviously - give players new Abilities in games. They do this through changing what action the players' Focus Loci, e.g. Avatars, Characters, and Units, can do. The ability to have more influence over the game state makes goals of acquiring New Abilities into implicit if not explicit Supporting Goals of Gain Ability, Gain Ownership of Tools, or acquiring new Competence Areas - Power-Ups are examples of game elements that make these goals explicit especially since the New Abilities also typically are Privileged Abilities. As they give players increased Freedom of Choice and the New Abilities may be Privileged Abilities, receiving them is almost always considered a Reward and can give players the feeling of Empowerment. This may give players an Exaggerated Perception of Influence even if no actual influence exist, as in the cases where Red Queen Dilemmas exist due to the New Abilities are matched by New Abilities of Enemies.

Giving New Abilities as the gameplay unfolds can help players have Smooth Learning Curves and provides a means to support Varied Gameplay over a game session. New Abilities given to Characters are a form of Character Development (and if the Abilities are chosen these choices can be seen as Character Defining Actions) and likewise a form of Abstract Player Construct Development when given to Abstract Player Constructs. In games with Teams, New Abilities also creates Team Development and possibly Functional Roles through Competence Areas. This Abstract Player Construct or Character Development can in turn provide the development of Paper-Rock-Scissors and Red Queen Dilemmas structures but also problems with Player Balance (and Team Balance in games with Teams).

New Abilities can provide Balancing Effects when who they are given to and what actions are given is based upon players' current gameplay ranking.

Relations

Can Instantiate

Abstract Player Construct Development, Ammunition, Balancing Effects, Character Defining Actions, Character Development, Competence Areas, Empowerment, Environmental Effects, Exaggerated Perception of Influence, Gain Ability, Orthogonal Differentiation, Privileged Abilities, Red Queen Dilemmas, Rewards, Supporting Goals, Varied Gameplay

with Ability Losses

Risk/Reward, Tradeoff

with Competence Areas and Teams

Functional Roles

with Freedom of Choice

Player-Planned Development

with Power-Ups

Gain Ability, Privileged Abilities

with Teams

Team Development

with Time Limits

Temporary Abilities

with Tools

Gain Ownership

with Units

Characters, Orthogonal Unit Differentiation

Can Modulate

Abilities, Abstract Player Constructs, Avatars, Character Levels, Characters, Focus Loci, Freedom of Choice, Investments, Power-Ups, Technology Trees, Units

with Abstract Player Construct Development or Character Development

Paper-Rock-Scissors,

Can Be Instantiated By

Companions, Controllers, Equipment, Evolving Rule Sets, Gain Ability, Privileged Movement, Quick Returns, Tools, Varying Rule Sets, Weapons

Capture together with Transfer of Control

Can Be Modulated By

Budgeted Action Points, Balancing Effects, Factions, Freedom of Choice, Privileged Abilities, Time Limits, Transfer of Control

Possible Closure Effects

-

Potentially Conflicting With

Player Balance, Team Balance

History

An updated version of the pattern New Abilities 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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