Difference between revisions of "Ability Losses"
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== Consequences == | == Consequences == | ||
− | Ability | + | [[Ability Losses]] are common as [[Penalties]], e.g. those caused by the effects of [[Damage]]. Losing [[Abilities]] naturally creates or restricts a [[Limited Set of Actions]] for players and thereby players' their [[Freedom of Choice]]. The losses can be on an [[Avatars|Avatar]] or [[Units|Unit]] level or be applied on a player generally, but regardless of this may cause [[Competence Areas]] to be lost. |
+ | |||
+ | In extreme cases, Ability Loss may cause players to have Downtime, and if the loss is temporary, this is equal to Player Killing and, if permanent, to Player Elimination. An Ability Loss may reduce the complexity of a game while increasing the difficulty, modulating Right Level of Complexity and Right Level of Difficulty in different directions. | ||
Besides Penalties, Ability Losses may be the natural affect of New Abilities that had Time Limits. Other causes for Ability Losses can be Spawning after losing a Life or Role Reversals where the losses of some abilities are usually countered by New Abilities in other Competence Areas. If the Ability Losses severely affect how players can complete goals, they hinder them to have a Perceived Chance to Succeed and any Illusion of Influence. | Besides Penalties, Ability Losses may be the natural affect of New Abilities that had Time Limits. Other causes for Ability Losses can be Spawning after losing a Life or Role Reversals where the losses of some abilities are usually countered by New Abilities in other Competence Areas. If the Ability Losses severely affect how players can complete goals, they hinder them to have a Perceived Chance to Succeed and any Illusion of Influence. | ||
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=== Can Modulate === | === Can Modulate === | ||
− | |||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
[[Character Development]], | [[Character Development]], | ||
− | |||
[[Game Items]], | [[Game Items]], | ||
− | |||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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[[Balancing Effects]], | [[Balancing Effects]], | ||
[[Environmental Effects]], | [[Environmental Effects]], | ||
+ | [[Penalties]], | ||
[[Traps]] | [[Traps]] | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Abilities]], | ||
[[Avatars]], | [[Avatars]], | ||
[[Challenging Gameplay]], | [[Challenging Gameplay]], | ||
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[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Game Items]], | [[Game Items]], | ||
+ | [[Limited Set of Actions]], | ||
[[Units]] | [[Units]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Competence Areas]], | ||
[[Exaggerated Perception of Influence]] | [[Exaggerated Perception of Influence]] | ||
Revision as of 13:48, 27 June 2011
The event of losing the abilities of performing certain actions in a game.
This pattern is a still a stub.
The choice of Focus Loci affects how player's can experience Ability Loss. If the Privileged Abilities are provided by Avatars or Characters, the loss is typically either due to the end of a Time Limit in the case of Power-Ups or a Penalty for losing a Life or losing Ownership of Tools.
Games do not have to let players have the same possibility of actions the whole game. Such Ability Losses may be the cause of Penalties for failing goals or the effect of opponents' actions, but may also simply be due to different play modes.
Contents
Examples
Respawning in multiplayer first-person shooters is typically done without any weapons, and the special abilities they provided, gained in earlier gameplay.
Game masters in roleplaying games can sometimes be forced to invent events that are unavoidable to the players to strip them of equipment that gives the abilities that disrupt the game balance.
Using the pattern
Using the pattern
The design of Ability Losses consists of deciding what action is lost, for example a severe form of Movement Limitation, and the reason for the loss, typically a Penalty for failing a goal. A loss of ability can be used to create Gain Competence goals in order to regain it, or Gain Ownership if the ability was the effect of a Tool.
A loss of ability affects Player Balance. If the lost ability was possessed by most or all players, it is a Penalty, but if the ability was a Privileged Ability and other players did not have other forms of actions that equaled the lost ability in value, the loss can affirm Player Balance and is a Balancing Effect if explicitly designed. The Penalty of Ability Loss can also be mitigated by having a Time Limit on the loss or by giving the same player New Abilities within other areas.
with Environmental Effects or Game Items
Can Be Instantiated By
Debuffs, Evolving Rule Sets, Game Masters
Can Be Modulated By
Character Development, Time Limits
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Ability Losses are common as Penalties, e.g. those caused by the effects of Damage. Losing Abilities naturally creates or restricts a Limited Set of Actions for players and thereby players' their Freedom of Choice. The losses can be on an Avatar or Unit level or be applied on a player generally, but regardless of this may cause Competence Areas to be lost.
In extreme cases, Ability Loss may cause players to have Downtime, and if the loss is temporary, this is equal to Player Killing and, if permanent, to Player Elimination. An Ability Loss may reduce the complexity of a game while increasing the difficulty, modulating Right Level of Complexity and Right Level of Difficulty in different directions.
Besides Penalties, Ability Losses may be the natural affect of New Abilities that had Time Limits. Other causes for Ability Losses can be Spawning after losing a Life or Role Reversals where the losses of some abilities are usually countered by New Abilities in other Competence Areas. If the Ability Losses severely affect how players can complete goals, they hinder them to have a Perceived Chance to Succeed and any Illusion of Influence.
The presence of Units in a game with Privileged Abilities regarding other Units controlled by the same player gives that player the Continuous Goals to make the Units Survive (or not be Captured) in order to not have Ability Loss. If the Units are under Indirect Control, the loss may not be so severe, as control can be regained.
Ability Losses are not commonly used to advance Narrative Structures unless they are Ultra-Powerful Events, since players may see goals in resisting the loss, especially in games that support Save-Load Cycles. One reason for enforcing these types of Ability Losses in Narrative Structures is as part of Character Development. When the losses are part of the game story, they do provide a form of Varied Gameplay, as players have to adjust to a Limited Set of Actions, which may be used to modulate theRight Level of Difficulty. However, Ability Losses may be enforced by a game design to ensure a Narrative Structure, although this may be in conflict with a Consistent Reality Logic, for example, making it impossible to attack shopkeepers in computer-based roleplaying games when it is possible to attack monsters.
In games with Game Masters, Ability Losses may be the outcome of Negotiation with the players in order to restore Player Balance and provide theRight Level of Difficulty.
Can Instantiate
Balancing Effects, Environmental Effects, Traps
with New Abilities
with Time Limits
Can Modulate
Challenging Gameplay, Character Development, Game Items,
Potentially Conflicting With
Exaggerated Perception of Influence
Relations
Can Instantiate
Balancing Effects, Environmental Effects, Penalties, Traps
with New Abilities
with Time Limits
Can Modulate
Abilities, Avatars, Challenging Gameplay, Character Development, Freedom of Choice, Game Items, Limited Set of Actions, Units
Can Be Instantiated By
Debuffs, Evolving Rule Sets, Game Masters
Can Be Modulated By
Character Development, Time Limits
Possible Closure Effects
-
Potentially Conflicting With
Competence Areas, Exaggerated Perception of Influence
History
An updated version of the pattern Ability Losses that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.