Difference between revisions of "Weapons"
Line 14: | Line 14: | ||
=== Examples === | === Examples === | ||
+ | |||
+ | GURPS | ||
+ | Dungeons & Dragons | ||
grappling hook [[Just Cause 2]] | grappling hook [[Just Cause 2]] | ||
− | + | Doom series | |
+ | Quake series | ||
+ | Crysis series | ||
+ | Gun.Smoke | ||
+ | trading and loot | ||
− | + | Metal Slug | |
− | + | ||
+ | |||
+ | upgrades | ||
+ | |||
+ | gems in [[Dragon Age series]] | ||
+ | Bioshock series | ||
+ | Deus Ex series | ||
+ | Torchlight | ||
+ | |||
+ | KoToR | ||
+ | |||
+ | Minecraft | ||
+ | |||
+ | vehicles in Battlefield series | ||
+ | |||
+ | (and a few vehicles in the [[Grand Theft Auto series]]) | ||
+ | |||
+ | Minecraft | ||
+ | Zombie Lane | ||
+ | |||
+ | |||
+ | [[Fallout series]], [[Mutant]] | ||
+ | |||
+ | deterioration | ||
+ | upgrades | ||
+ | |||
+ | == Using the pattern == | ||
+ | |||
Combat | Combat | ||
Privileged Abilities, e.g. the possibility to do ranged attacks. | Privileged Abilities, e.g. the possibility to do ranged attacks. | ||
[[Game Items]] | [[Game Items]] | ||
− | |||
− | |||
− | |||
[[Privileged Movement]] | [[Privileged Movement]] | ||
Improved Abilities | Improved Abilities | ||
− | [[ | + | |
+ | Several common options exist of the design of [[Weapons]]. The most common is probably having ammunition as [[Limited Resources]] for ranged weapons except for the most basic [[Weapons|Weapon]] (examples of this include the [[Doom series|Doom]], [[Quake series|Quake]], [[Left 4 Dead series|Left 4 Dead]], and [[Crysis series]], as well as [[Minecraft]] and [[Zombie Lane]]). This may also be present in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] and [[GURPS]] depending on how much bookkeeping (and [[Excise]]) players and [[GAme Masters]] wish to perform. [[Deterioration]] by use is found in several games, e.g. the [[Fallout series]], [[Mutant]], and [[Minecraft]], and make individual [[Weapons]] into [[Limited Resources]] and may motivate [[Crafting]] to maintain their usefulness. | ||
+ | |||
+ | |||
+ | [[Upgrading]] | ||
+ | |||
+ | [[Sets]] | ||
Common ways of providing [[Weapons]] to players are as [[Loot]] or [[Trading]]. | Common ways of providing [[Weapons]] to players are as [[Loot]] or [[Trading]]. | ||
+ | |||
+ | However, some types of [[Weapons]] are not suitable for this. [[Installations]] are one example of this due to existing as independent parts of [[Game Worlds]]. Their immobility is typically compensated by providing [[Improved Abilities|Improved]] or [[Privileged Abilities]] on a different scale than other [[Weapons]]. [[Vehicles]] can diegetically motivate weapons of the same caliber as [[Installations]] and also typically exist independently in [[Game Worlds]]. In addition, [[Vehicles]] may even more than other ways of providing [[Weapons]] negatively affect [[Player Balance]] since they also improve [[Movement]] (or provide [[Privileged Movement]] and potentially [[Armor]] as well. | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 43: | Line 83: | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
+ | Magical or otherwise powerful [[Weapons]] have played important roles as [[MacGuffins]] in many traditional stories, and can likewise do so in games. | ||
== Consequences == | == Consequences == | ||
+ | [[Game Items]] | ||
+ | [[Tools]] | ||
+ | [[Combat]] | ||
+ | [[Limited Resources]] | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[MacGuffins]] | ||
==== with ... ==== | ==== with ... ==== | ||
Line 58: | Line 104: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | [[Loot]] | + | [[Deterioration]], |
− | [[Trading]] | + | [[Limited Resources]], |
+ | [[Loot]], | ||
+ | [[Sets]], | ||
+ | [[Trading]], | ||
+ | [[Upgrading]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 13:11, 6 April 2011
Game elements used as tools to cause death and destruction in game worlds.
This pattern is a still a stub.
Contents
Examples
GURPS Dungeons & Dragons
grappling hook Just Cause 2
Doom series Quake series Crysis series
Gun.Smoke
trading and loot
Metal Slug
upgrades
gems in Dragon Age series Bioshock series Deus Ex series Torchlight
KoToR
Minecraft
vehicles in Battlefield series
(and a few vehicles in the Grand Theft Auto series)
Minecraft Zombie Lane
deterioration upgrades
Using the pattern
Combat Privileged Abilities, e.g. the possibility to do ranged attacks. Game Items
Improved Abilities
Several common options exist of the design of Weapons. The most common is probably having ammunition as Limited Resources for ranged weapons except for the most basic Weapon (examples of this include the Doom, Quake, Left 4 Dead, and Crysis series, as well as Minecraft and Zombie Lane). This may also be present in Tabletop Roleplaying Games such as Dungeons & Dragons and GURPS depending on how much bookkeeping (and Excise) players and GAme Masters wish to perform. Deterioration by use is found in several games, e.g. the Fallout series, Mutant, and Minecraft, and make individual Weapons into Limited Resources and may motivate Crafting to maintain their usefulness.
Common ways of providing Weapons to players are as Loot or Trading.
However, some types of Weapons are not suitable for this. Installations are one example of this due to existing as independent parts of Game Worlds. Their immobility is typically compensated by providing Improved or Privileged Abilities on a different scale than other Weapons. Vehicles can diegetically motivate weapons of the same caliber as Installations and also typically exist independently in Game Worlds. In addition, Vehicles may even more than other ways of providing Weapons negatively affect Player Balance since they also improve Movement (or provide Privileged Movement and potentially Armor as well.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Magical or otherwise powerful Weapons have played important roles as MacGuffins in many traditional stories, and can likewise do so in games.
Consequences
Game Items Tools Combat Limited Resources
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Deterioration, Limited Resources, Loot, Sets, Trading, Upgrading
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-
Acknowledgements
-