Difference between revisions of "Temporary Abilities"

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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
[[Equipment]]
 
[[Tools]]
 
[[Ammunition]]
 
  
  
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Ammunition]],
 
[[Buffs]],  
 
[[Buffs]],  
[[Power-Ups]]
+
[[Equipment]],
 +
[[Power-Ups]],
 +
[[Tools]]
  
 
[[New Abilities]] together with [[Time Limits]]
 
[[New Abilities]] together with [[Time Limits]]

Revision as of 12:51, 20 June 2011

Abilities only available for limited periods of game time.

This pattern is a still a stub.

Examples

Power-Ups in many action games only provide Temporary Abilities for short periods of time, e.g. the Quad Damage in the Quake series gives four times the normal damage but only for a brief period of time while the metal cap in Super Mario 64 temporarily makes Mario sink in water and invincible.

Equipping oneself with a tool in Minecraft lets players perform different sorts of actions, and these actions are available until the tool is destroyed through wear and tear or until it is replace with another tool. More restricted, switching weapons in Torchlight and the Dragon Age series lets players do different types of damage which can be seen as different abilities. Explosive weapons such as rocket launchers in the Quake or Doom series also temporary give the ability to damage several enemies at once (and do rocket jumps) until ammunition runs dry. The gravity gun in Half-Life 2 gives players the ability to attract or repel other objects instead of shooting them - here also as long as one has ammunition.

Casting beneficial spells on others, Buffing them, is a way of giving other players Temporary Abilities in World of Warcraft. While taking damage is not really an ability, being affected with damage-causing diseases in Team Fortress Classic or World of Warcraft are new Temporary Abilities since one can transmit the disease until one's avatar is cured or dies.

Using the pattern

Gameplay may not begin simultaneously for all players. For games with Drop-In/Drop-Out gameplay, Temporary Abilities may be appropriate for newly arrived players to either provide Player Balance or give them an Exaggerated Perception of Influence.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Balancing Effects, Varied Gameplay, Exaggerated Perception of Influence

Can Modulate

Abilities, Drop-In/Drop-Out

Can Be Instantiated By

Ammunition, Buffs, Equipment, Power-Ups, Tools

New Abilities together with Time Limits

Can Be Modulated By

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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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