Difference between revisions of "Damage"
Line 7: | Line 7: | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
[[Category:Stub]] | [[Category:Stub]] | ||
− | '' | + | ''Decremental effects from actions or events that can lead to negative consequences.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
Line 25: | Line 25: | ||
Designing a Damage effect consists of determining what type of Damage is caused, how the severity of the Damage is calculated, how much accumulated Damage is needed before additional effects take place, if players can affect the severity of a Damage, and if Damages can be healed or repaired. If the Damage comes as an effect of a Surprise, the severity of the Surprise is increased but players Illusion of Influence may be negatively affected. | Designing a Damage effect consists of determining what type of Damage is caused, how the severity of the Damage is calculated, how much accumulated Damage is needed before additional effects take place, if players can affect the severity of a Damage, and if Damages can be healed or repaired. If the Damage comes as an effect of a Surprise, the severity of the Surprise is increased but players Illusion of Influence may be negatively affected. | ||
− | The most common type of Damage is simply a reduction of | + | The most common type of Damage is simply a reduction of [Health]] (some times called hit points) or [[Armor]]. Additional effects such as forced Downtime and reduced Skills, or other Ability Losses, can be used to create other types of Damage, but these are often reserved for special hits. Independent of how the Damage was caused its numerical values can either be fixed or be determined by a function. Fixed Damage values give Predictable Consequences while function can be used to create Randomness and increase the potential interest for each time Damage is received. |
Damage allows modulation of Eliminate goals so that not one single successful attack eliminates an opponent but rather several successes are required. How much Damage can be received before more severe Penalties are inflicted modulates the Risk/Reward choices player do when determining if the risk of Damage is worth the potential Rewards. Giving different Units different values for this breakpoint can be one dimension in creating Orthogonal Unit Differentiation. | Damage allows modulation of Eliminate goals so that not one single successful attack eliminates an opponent but rather several successes are required. How much Damage can be received before more severe Penalties are inflicted modulates the Risk/Reward choices player do when determining if the risk of Damage is worth the potential Rewards. Giving different Units different values for this breakpoint can be one dimension in creating Orthogonal Unit Differentiation. | ||
Line 65: | Line 65: | ||
While it can make [[Player Killing]] possible in games, it can also be used to increase granularity to [[Combat]] by making attacks not directly lose [[Lives]] and introduce [[Deterioration]] to [[Game Items]]. | While it can make [[Player Killing]] possible in games, it can also be used to increase granularity to [[Combat]] by making attacks not directly lose [[Lives]] and introduce [[Deterioration]] to [[Game Items]]. | ||
+ | |||
+ | [[Armor]] | ||
+ | [[Destructible Objects]] | ||
The cause for receiving Damage is the most often due to failing to Evade the effects of Deadly Traps or Combat. Less common reasons for Damage include not being the King of the Hill or making a Consumer perform actions where the resources used are described in terms of Damage. | The cause for receiving Damage is the most often due to failing to Evade the effects of Deadly Traps or Combat. Less common reasons for Damage include not being the King of the Hill or making a Consumer perform actions where the resources used are described in terms of Damage. |
Revision as of 20:05, 16 July 2011
Decremental effects from actions or events that can lead to negative consequences.
This pattern is a still a stub.
Damage is an indication that players have failed to avoid the actions of enemies or dangerous objects in the game. The effects of Damage in most games are minor; it is mainly used as an indicator of how many times one may fail in a certain manor before more serious effects occur.
Contents
Examples
Few first-person shooters make all hits instantaneous kills. Rather they require players to succeed with shots or strikes several times, each one giving Damage, before killing their opponents.
Roleplaying games often have detailed rules for Damage, dividing character's bodies into different hit areas and having different consequences for taking Damage in each area.
In the board game RoboRally the first points of Damage reduced the number of cards received each round. However, more Damage makes some cards be repeated each turn and severely limit the possible actions each turn. Even more Damage destroys the robot.
Using the pattern
Designing a Damage effect consists of determining what type of Damage is caused, how the severity of the Damage is calculated, how much accumulated Damage is needed before additional effects take place, if players can affect the severity of a Damage, and if Damages can be healed or repaired. If the Damage comes as an effect of a Surprise, the severity of the Surprise is increased but players Illusion of Influence may be negatively affected.
The most common type of Damage is simply a reduction of [Health]] (some times called hit points) or Armor. Additional effects such as forced Downtime and reduced Skills, or other Ability Losses, can be used to create other types of Damage, but these are often reserved for special hits. Independent of how the Damage was caused its numerical values can either be fixed or be determined by a function. Fixed Damage values give Predictable Consequences while function can be used to create Randomness and increase the potential interest for each time Damage is received.
Damage allows modulation of Eliminate goals so that not one single successful attack eliminates an opponent but rather several successes are required. How much Damage can be received before more severe Penalties are inflicted modulates the Risk/Reward choices player do when determining if the risk of Damage is worth the potential Rewards. Giving different Units different values for this breakpoint can be one dimension in creating Orthogonal Unit Differentiation.
Modulating damage by affecting where it is given can allow players to have an influence of the severity of Damage. An example of this is the possibility to do instantaneous kills with head shots in many first-person shooters. If it is not obvious where to hit to inflict greater damage, this area is an Achilles' Heels and the information is Strategic Knowledge.
Player may also diminish or cancel the amount of Damage they receive by counter or pre-emptive actions. Examples of counter actions include using Privileged Abilities (most common in games with the special effect as Cards) or performing blocking or parrying maneuvers. Examples of pre-emptive actions include gaining invulnerability or armor, both usually received as Privileged Abilities of Power-Ups or Pick-Ups.
The amount of Damage received is usually indicated by a Status Indicator in order for players to perceive the severity of the Damage and gain knowledge about what caused the Damage.
If Damages can be healed or repaired, they can make Resources such as health or armor into Renewable Resources. The actual effect of healing or repairing offers the same design choices as for other Renewable Resources.
Can Be Instantiated By
Diegetically Tangible Game Items, Tools, Vehicles, Weapons
Can Be Modulated By
Armor, Combos, Difficulty Levels, Dynamic Difficulty Adjustment, Game State Indicators, Health, Movement Limitations, Predictable Consequences, Privileged Abilities, Randomness
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Damage is a form of Penalty and usually has very Predictable Consequences, and for this reason the possibility of Damage in games can be a cause of Tension.
While it can make Player Killing possible in games, it can also be used to increase granularity to Combat by making attacks not directly lose Lives and introduce Deterioration to Game Items.
The cause for receiving Damage is the most often due to failing to Evade the effects of Deadly Traps or Combat. Less common reasons for Damage include not being the King of the Hill or making a Consumer perform actions where the resources used are described in terms of Damage.
Like Lives, Damage can be seen as a measure of how many times one may fail avoiding bad effects in a game before a more severe Penalty is imposed. However, Damage works on a smaller scale and may have no effect on player's Freedom of Choice until the accumulated Damage is translated into another form of Penalty, typically loss of Lives or the destruction of a Unit. When Damage gives immediate effects, the most common types of effects are Ability Loss, forced Downtime, or Disruption of Focused Attention.
Can Instantiate
, Environmental Effects, Strategic Knowledge, Traps
with Construction
with Environmental Effects
with Game Items
Can Modulate
Avatars, Characters, Construction, Diegetically Tangible Game Items, , Obstacles, Player/Character Skill Composites, Units
Relations
Can Instantiate
Deterioration, Environmental Effects, Penalties, Player Killing, Predictable Consequences, Strategic Knowledge, Tension, Traps
with Construction
with Environmental Effects
with Game Items
Can Modulate
Avatars, Characters, Combat, Construction, Diegetically Tangible Game Items, Game Items, Lives, Obstacles, Player/Character Skill Composites, Units
Can Be Instantiated By
Diegetically Tangible Game Items, Tools, Vehicles, Weapons
Can Be Modulated By
Armor, Combos, Difficulty Levels, Dynamic Difficulty Adjustment, Game State Indicators, Health, Movement Limitations, Predictable Consequences, Privileged Abilities, Randomness
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Damage 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.
Acknowledgements
-