Difference between revisions of "Deterioration"

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== Using the pattern ==
 
== Using the pattern ==
Designing [[Deterioration]] into a game mainly concerns what [[Game Items]] can be affected and what causes the [[Deterioration]]. Although the cause is most often active use by the players' or [[Agents]] using the [[Game Items]], active use many not necessarily come from these, e.g. [[Armor]] can suffer [[Deterioration]] due to absorbing attacks. The tire wear found in [[:Category:Racing Games|Racing Games]] shows that [[Deterioration]] can also be seen as decreases in [[Attributes]] rather than just decreases in the quality of [[Game Items]].
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Designing [[Deterioration]] into a game mainly concerns what [[Game Items]] can be affected, what causes the [[Deterioration]], and how the [[Deterioration]] is manifests in the game. Although the cause is most often active use by the players' or [[Agents]] using the [[Game Items]], active use many not necessarily come from these, e.g. [[Armor]] can suffer [[Deterioration]] due to absorbing attacks. The tire wear found in [[:Category:Racing Games|Racing Games]] shows that [[Deterioration]] can also be seen as decreases in [[Attributes]] rather than just decreases in the quality of [[Game Items]].
  
 
While any type of [[Equipment]] can suffer from [[Deterioration]], common targets for it includes [[Armor]], [[Tools]], and [[Weapons]]. In the case of [[Armor]] the primary reason for [[Deterioration]] is [[Damage]] but [[Damage]] can also be motivate [[Deterioration]] of [[Vehicles]] due to collisions. In fact, [[Damage]] can be used to model [[Deterioration]] by simply giving any piece of [[Equipment]] some damage each time it is used.
 
While any type of [[Equipment]] can suffer from [[Deterioration]], common targets for it includes [[Armor]], [[Tools]], and [[Weapons]]. In the case of [[Armor]] the primary reason for [[Deterioration]] is [[Damage]] but [[Damage]] can also be motivate [[Deterioration]] of [[Vehicles]] due to collisions. In fact, [[Damage]] can be used to model [[Deterioration]] by simply giving any piece of [[Equipment]] some damage each time it is used.
  
Many games that include [[Deterioration]] also include options to counter it. This may be through players' own [[Crafting]] ( e.g. merging [[Game Items]] together in [[Fallout 3]]), consulting the services of [[Non-Player Characters]] (also found in [[Fallout 3]]), or consulting specific [[Self-Service Kiosks]] (e.g. pit stops in the [[Gran Turismo series]]).  
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The two main options in how [[Deterioration]] has gameplay effect is if it should have gradual or immediate effects. The former is mainly done through linking [[Deterioration]] to [[Decreased Abilities]] (this is for example done in [[Fallout 3]] by lessening the [[Damage]] which [[Weapons]] deal as they degrade) or by [[Ability Losses]] (the loss of [[Tools]] in [[Minecraft]] is an example of this).
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Many games that include [[Deterioration]] also include options to counter it. This may be through players' own [[Crafting]] ( e.g. merging [[Game Items]] together in [[Fallout 3]]), consulting the services of [[Non-Player Characters]] (also found in [[Fallout 3]]), or consulting specific [[Self-Service Kiosks]] (e.g. pit stops in the [[Gran Turismo series]]). Being able to create new [[Game Items]] to replace the old ones is another solution (found in [[Minecraft]]).  
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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== Consequences ==
 
== Consequences ==
[[Deterioration]] is a way of modulating various types of [[Equipment]]
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[[Deterioration]] is a way of modulating various types of [[Equipment]] (or in some cases [[Attributes]])
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Temporary Abilities]],  
 
[[Temporary Abilities]],  
 
[[Tradeoffs]]
 
[[Tradeoffs]]
 
=== Can Modulate ===
 
[[Armor]],
 
[[Equipment]],
 
[[Tools]],
 
[[Weapons]]
 
  
 
== Relations ==
 
== Relations ==
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Crafting]],  
 
[[Crafting]],  
[[Inventories]]  
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[[Inventories]],
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[[Self-Service Kiosks]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 12:52, 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.

The Gran Turismo racing game series has tires wearing down at different speeds depending on how players drive. This wear and tear may also force players to enter pit stops to change tires during races.

Using the pattern

Designing Deterioration into a game mainly concerns what Game Items can be affected, what causes the Deterioration, and how the Deterioration is manifests in the game. Although the cause is most often active use by the players' or Agents using the Game Items, active use many not necessarily come from these, e.g. Armor can suffer Deterioration due to absorbing attacks. The tire wear found in Racing Games shows that Deterioration can also be seen as decreases in Attributes rather than just decreases in the quality of Game Items.

While any type of Equipment can suffer from Deterioration, common targets for it includes Armor, Tools, and Weapons. In the case of Armor the primary reason for Deterioration is Damage but Damage can also be motivate Deterioration of Vehicles due to collisions. In fact, Damage can be used to model Deterioration by simply giving any piece of Equipment some damage each time it is used.

The two main options in how Deterioration has gameplay effect is if it should have gradual or immediate effects. The former is mainly done through linking Deterioration to Decreased Abilities (this is for example done in Fallout 3 by lessening the Damage which Weapons deal as they degrade) or by Ability Losses (the loss of Tools in Minecraft is an example of this).

Many games that include Deterioration also include options to counter it. This may be through players' own Crafting ( e.g. merging Game Items together in Fallout 3), consulting the services of Non-Player Characters (also found in Fallout 3), or consulting specific Self-Service Kiosks (e.g. pit stops in the Gran Turismo series). Being able to create new Game Items to replace the old ones is another solution (found in Minecraft).

Interface Aspects

When possible, countering Deterioration is often done in Inventories (possible through Crafting) or through services provides by Non-Player Characters.

Consequences

Deterioration is a way of modulating various types of Equipment (or in some cases Attributes)

Can Instantiate

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

Relations

Can Instantiate

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

Can Modulate

Armor, Attributes, Equipment, Tools, Weapons

Can Be Instantiated By

Damage

Can Be Modulated By

Crafting, Inventories, Self-Service Kiosks

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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