Difference between revisions of "Cooldown"
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[[No-Ops]] | [[No-Ops]] | ||
[[Action Caps]] | [[Action Caps]] | ||
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== Consequences == | == Consequences == | ||
− | Players know how long time [[Cooldown]] are going to last and this creates [[Hovering Closures]] even if players might not know exactly how long time remains if they are not provide with [[Game State Indicators]]. Since it motivates them to use other actions while the [[Cooldown]] is in effect, the pattern also promotes [[Varied Gameplay]] and [[Stimulated Planning]] in how and when to use these different actions. | + | Players know how long time [[Cooldown]] are going to last and this creates [[Hovering Closures]] even if players might not know exactly how long time remains if they are not provide with [[Game State Indicators]]. Since it motivates them to use other actions while the [[Cooldown]] is in effect, the pattern also promotes [[Varied Gameplay]] and [[Stimulated Planning]] in how and when to use these different actions. This is under the assumption that there are other actions to perform - if they are not then [[Cooldown]] instead gives rise to [[Downtime]]. Since [[Cooldown]] limits overuse of the most efficient actions in any given context (quite often [[Privileged Abilities]]) they provide a general form of [[Balancing Effects]]. |
The use of ''Global [[Cooldown|Cooldowns]]'' can be seen as a way of making the gameplay similar to that of [[Tick-Based Games]]. | The use of ''Global [[Cooldown|Cooldowns]]'' can be seen as a way of making the gameplay similar to that of [[Tick-Based Games]]. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Balancing Effects]], | [[Balancing Effects]], | ||
+ | [[Downtime]], | ||
[[Hovering Closures]], | [[Hovering Closures]], | ||
[[Stimulated Planning]], | [[Stimulated Planning]], | ||
[[Tick-Based Games]], | [[Tick-Based Games]], | ||
[[Varied Gameplay]] | [[Varied Gameplay]] | ||
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=== Can Modulate === | === Can Modulate === |
Revision as of 21:10, 17 March 2011
A period of time when an action is not possible to use directly after it has been used.
Games typically provide players with many ways to affect the game state. Not all action possible can however be used all the time, and one way this is done in games is through simply requiring that a certain period of time transpires before the same kind of action is done again. Actions restricted in this way are said to have a Cooldown period, based upon the metaphor of it becoming overheated by being used and requiring some time to cool down again.
Contents
Examples
World of Warcraft has Cooldowns linked to many spells, abilities, and powers of items. One common example is the Hearthstones players are given which allows them to teleport their home location - these can only be used every 30 minutes. Some of these Cooldown effects apply not only to the ability used but ones related by being provided by similar items or being class abilities.
Many of the primary attacks that special infected can do in Left 4 Dead series have Cooldown periods associated with them, and this makes players have to consider when to use them.
Using the pattern
Creating Cooldown in games basically consists of choosing which actions or abilities should be assigned Time Limits before they can be used again. Since this temporarily gives players Decreased Abilities, Cooldowns can be seen as a combination of these two patterns.
Any actions can be the target of Cooldown restrictions, but commonly these are applied to Privileged Actions (for Balancing purposes), Tools and Installations.
Non-Player Help No-Ops Action Caps
Cooldown can be used to link various Game Items together. Shared Cooldowns restricts not only the use of actions just performed but some set of other actions as well, an example from World of Warcraft being that the use of an Earth Elemental Totem restricts the use of an Fire Elemental Totem for 2 minutes and vice versa (they also have individual Cooldown periods of 10 minutes). The kind of Cooldowns are typically restricted to Privileged Actions since they can work on these without breaking Diegetic Consistency. Global Cooldowns (also found in World of Warcraft) apply to most of a players actions, and can be seen as adding a minimum Cooldown to all actions except when followed by one of a few specific actions.
Making actions into Extended Actions has several similarities with linking Cooldown periods to them, and these may be considered instead. They may also make sense to be combine in some cases, e.g. by having Global Downtime on all actions but making some of these actually enforce Downtime.
Interface Aspects
Since it may be of vital importance for players to know when they can use actions again, the time remaining of Cooldown periods are typically shown through Game State Indicators.
Consequences
Players know how long time Cooldown are going to last and this creates Hovering Closures even if players might not know exactly how long time remains if they are not provide with Game State Indicators. Since it motivates them to use other actions while the Cooldown is in effect, the pattern also promotes Varied Gameplay and Stimulated Planning in how and when to use these different actions. This is under the assumption that there are other actions to perform - if they are not then Cooldown instead gives rise to Downtime. Since Cooldown limits overuse of the most efficient actions in any given context (quite often Privileged Abilities) they provide a general form of Balancing Effects.
The use of Global Cooldowns can be seen as a way of making the gameplay similar to that of Tick-Based Games.
Relations
Can Instantiate
Balancing Effects, Downtime, Hovering Closures, Stimulated Planning, Tick-Based Games, Varied Gameplay
Can Modulate
Installations, Privileged Actions, Tools
Can Be Instantiated By
Decreased Abilities together with Time Limits
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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