Difference between revisions of "Competence Areas"
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[[Competence Areas]] change the importance of [[Characters]] and [[Units]] in games since they have functionally specialized abilities; this is only indirect for [[Avatars]] since when these are used it is the players that have the actual competence. The possibility of attaining [[Competence Areas]] during gameplay give players [[Gain Competence]] goals. | [[Competence Areas]] change the importance of [[Characters]] and [[Units]] in games since they have functionally specialized abilities; this is only indirect for [[Avatars]] since when these are used it is the players that have the actual competence. The possibility of attaining [[Competence Areas]] during gameplay give players [[Gain Competence]] goals. | ||
− | In [[Single-Player Games]], [[Competence Areas]] between different types of [[Units]] or between [[Characters]] can support [[Freedom of Choice]] between different tactics and allow the possibility a greater variety of [[Team Combos]]. In [[Multiplayer | + | In [[Single-Player Games]], [[Competence Areas]] between different types of [[Units]] or between [[Characters]] can support [[Freedom of Choice]] between different tactics and allow the possibility a greater variety of [[Team Combos]]. In [[Multiplayer Games]], [[Competence Areas]] can provide players with [[Empowerment]] as well as [[Game-Induced Player Social Status]]. When [[Cooperation]] exist, the [[Competence Areas]] can lead to more formalized [[Functional Roles]] between the players. |
== Relations == | == Relations == |
Revision as of 15:06, 17 August 2011
Game entities have or can develop areas of specialty within a game.
This pattern is a still a stub.
Games where player cooperate with each other or even with the game system often require different types of skills. When players can train on one particular set of skill this allows them to become specialists with their own Competence Areas.
Contents
Examples
Class-based multiplayer first-person shooters such as Team Fortress Classic or Return to Castle Wolfenstein: Enemy Territory allows players to play one class and develop their expertise as a member of that class.
Using the pattern
A major design choice for Competence Areas is if the game entities with the competences represent different players or are a group of resources available to one player.
Competence Areas require a Multiplayer Game that supports Team Play and Cooperation. Giving players areas of expertise from the beginning of gameplay can be done by Privileged Abilities while Competence Areas can arise from New Abilities or Improved Abilities during gameplay, often implemented as improved or new Skills of Characters. Competence Areas can emerge from open-ended actions such as Construction when they provide Creative Control but is difficult to guarantee by a game design.
When players can affect what abilities they receive during gameplay this allows for Planned Character Development and Team Development, although it might have a negative effect on Team Balance. This allows players to have Varied Gameplay by developing different Competence Areas in different game instances, and can allow Team Balance as players can react to strength of other teams and develop Competence Areas to counter these strengths.
Can Be Instantiated By
Equipment Slots, Improved Abilities, Multiplayer Games, New Abilities, Orthogonal Differentiation, Sidegrades, Skills, Tools, Weapons
Characters together with Player-Planned Development
Can Be Modulated By
Polyathlons requires players to specialize in a small number of Competence Areas, or be above average in all Competence Areas.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Competence Areas change the importance of Characters and Units in games since they have functionally specialized abilities; this is only indirect for Avatars since when these are used it is the players that have the actual competence. The possibility of attaining Competence Areas during gameplay give players Gain Competence goals.
In Single-Player Games, Competence Areas between different types of Units or between Characters can support Freedom of Choice between different tactics and allow the possibility a greater variety of Team Combos. In Multiplayer Games, Competence Areas can provide players with Empowerment as well as Game-Induced Player Social Status. When Cooperation exist, the Competence Areas can lead to more formalized Functional Roles between the players.
Relations
Can Instantiate
Empowerment, Gain Competence, Game-Induced Player Social Status
with Cooperation
Can Modulate
Characters, players, Units
Can Be Instantiated By
Equipment Slots, Improved Abilities, Multiplayer Games, New Abilities, Orthogonal Differentiation, Sidegrades, Skills, Tools, Weapons
Characters together with Player-Planned Development
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Competence Areas 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
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