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. | ||
+ | |||
+ | 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 === | ||
+ | [[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.
Contents
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
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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