Difference between revisions of "Vulnerabilities"
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''Weaknesses that can be exploited by others.'' | ''Weaknesses that can be exploited by others.'' | ||
− | + | In games where one can suffer damage or other adverse effects, entities may be more vulnerable to some attacks than others. Having such [[Vulnerabilities]] mean that player have to adjust their gameplay to minimize the likelihood of these being exploited, but when others have them it can instead provide opportunities. If enemies are suspected of having [[Vulnerabilities]] this can lead to gameplay aimed at confirming the presence or absence of these. | |
=== Examples === | === Examples === | ||
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== Relations == | == Relations == | ||
− | [[ | + | [[Gain Information]] |
− | + | ||
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+ | |||
+ | [[Varied Gameplay]] | ||
+ | [[Environmental Effects]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Rock-Paper-Scissors]] | [[Rock-Paper-Scissors]] | ||
− | ==== with | + | ==== with [[Enemies]] ==== |
+ | [[Experimenting]] | ||
+ | |||
+ | ==== with [[Powers]] or [[Weapons]] ==== | ||
+ | [[Strategic Knowledge]], | ||
+ | [[Strategic Planning]], | ||
+ | [[Tactical Planning]] | ||
=== Can Modulate === | === Can Modulate === | ||
− | [[Combat]] | + | [[Boss Monsters]], |
+ | [[Combat]], | ||
+ | [[Enemies]], | ||
+ | [[Weapons]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Achilles' Heels]] | + | [[Achilles' Heels]], |
+ | [[Ammunition]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 08:50, 20 July 2011
Weaknesses that can be exploited by others.
In games where one can suffer damage or other adverse effects, entities may be more vulnerable to some attacks than others. Having such Vulnerabilities mean that player have to adjust their gameplay to minimize the likelihood of these being exploited, but when others have them it can instead provide opportunities. If enemies are suspected of having Vulnerabilities this can lead to gameplay aimed at confirming the presence or absence of these.
Contents
Examples
In the fourth edition of Dungeons & Dragons, monsters that are vulnerable to a specific form of attack simply take a predetermined extra amount of damage each time such an attack hits them. GURPS has the disadvantage Vulnerability that multiplies damages from certain types of attack depending on how vulnerable one is.
The design of weapons and monsters in Quake have been described as having chains of vulnerabilities where one monster is vulnerable to one type of weapon, but that weapon makes the player vulnerable to another type of monster[1].
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Varied Gameplay
Environmental Effects
Can Instantiate
with Enemies
with Powers or Weapons
Strategic Knowledge, Strategic Planning, Tactical Planning
Can Modulate
Boss Monsters, Combat, Enemies, Weapons
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Rollings, A & Morris, D. Game Architecture and Design. (The Coriolis Group, 2000.) ISBN 1-57610-425-7