Difference between revisions of "Vulnerabilities"
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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<ref name="Rollings"/>. | 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<ref name="Rollings"/>. | ||
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+ | The vampires in the [[Elder Scrolls series]] take damages if they are outdoors when the sun is up. | ||
== Using the pattern == | == Using the pattern == |
Revision as of 09:06, 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].
The vampires in the Elder Scrolls series take damages if they are outdoors when the sun is up.
Using the pattern
Can Be Instantiated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Environmental Effects, Gain Information, Rock-Paper-Scissors, Varied Gameplay
with Enemies
with Powers or Weapons
Strategic Knowledge, Strategic Planning, Tactical Planning
Can Modulate
Boss Monsters, Combat, Enemies, Weapons
Potentially Conflicting With
Relations
Can Instantiate
Environmental Effects, Gain Information, Rock-Paper-Scissors, Varied Gameplay
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