Difference between revisions of "Deterioration"

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=== Examples ===
 
=== Examples ===
 
Items used in [[Fallout 3]] and [[Fallout: New Vegas]] become less and less efficient and need to be repaired to continue functioning. Besides items used actively by characters this includes armor and apparel. Similarly, using any tool in [[Minecraft]] wears it down and so does absorbing damage for armor. [[Mutant]], a [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] also has rules to simulate how high-tech artifacts can be unreliable in its post-apocalyptic setting.
 
Items used in [[Fallout 3]] and [[Fallout: New Vegas]] become less and less efficient and need to be repaired to continue functioning. Besides items used actively by characters this includes armor and apparel. Similarly, using any tool in [[Minecraft]] wears it down and so does absorbing damage for armor. [[Mutant]], a [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Game]] also has rules to simulate how high-tech artifacts can be unreliable in its post-apocalyptic setting.
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Damage to vehicles in the [[Grand Theft Auto series]] and the [[Battlefield series]] is not [[Deterioration]] per se as it always occur as the effect of attacks or collisions but given that this is such a common occurrence in these games it can from the drivers perspective be the same.
  
 
== Using the pattern ==
 
== Using the pattern ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Damage]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 11:52, 29 June 2011

The degradation of game items due to active use.

This pattern is a still a stub.

Examples

Items used in Fallout 3 and Fallout: New Vegas become less and less efficient and need to be repaired to continue functioning. Besides items used actively by characters this includes armor and apparel. Similarly, using any tool in Minecraft wears it down and so does absorbing damage for armor. Mutant, a Tabletop Roleplaying Game also has rules to simulate how high-tech artifacts can be unreliable in its post-apocalyptic setting.

Damage to vehicles in the Grand Theft Auto series and the Battlefield series is not Deterioration per se as it always occur as the effect of attacks or collisions but given that this is such a common occurrence in these games it can from the drivers perspective be the same.

Using the pattern

active use many not necessarily come from those that have equipped the Game Items, e.g. Armor can suffer Deterioration due to absorbing attacks.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Ability Losses, Balancing Effects, Decreased Abilities, Destructible Objects, Maintenance, Temporary Abilities, Tradeoffs

Can Modulate

Armor, Equipment, Inventories, Tools, Weapons

Can Be Instantiated By

Damage

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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