Difference between revisions of "Player/Character Skill Composites"
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[[Category:Stub]] | [[Category:Stub]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
− | ''Outcomes of | + | ''Outcomes of player actions that depends both on both player and character characteristics.'' |
This pattern is a still a stub. | This pattern is a still a stub. | ||
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=== Examples === | === Examples === | ||
+ | GURPS | ||
+ | Dungeons & Dragons | ||
+ | |||
+ | |||
+ | Borderlands | ||
+ | |||
== Using the pattern == | == Using the pattern == | ||
+ | |||
+ | |||
+ | [[Dexterity-Based Actions]] | ||
+ | [[Memorizing]] | ||
+ | [[Timing]] | ||
+ | |||
+ | [[Characters]] | ||
+ | [[Skills]] | ||
+ | [[Tools]] | ||
+ | [[Equipment]] | ||
+ | [[Weapons]]] | ||
+ | |||
+ | [[Avatars]] | ||
+ | |||
+ | [[Tactical Planning]] | ||
+ | |||
+ | [[Red Queen Dilemma]] | ||
+ | |||
+ | [[Combos]] can be one way of achieving [[Player/Character Skill Composites]] since actions, and even the performance of them, can be attributes of [[Characters]] but players decide when they are done. | ||
+ | |||
+ | [[Game Masters]] | ||
+ | |||
+ | [[Combat]] is an activity that quite often depends on [[Player/Character Skill Composites]]. | ||
+ | |||
+ | [[Aim & Shoot]] | ||
+ | [[Tools]] | ||
+ | [[Damage]] | ||
+ | |||
+ | Games with [[Player/Character Skill Composites]] have to balance [[Character Development]] with [[Game Mastery]]. Those where [[Game Mastery]] over time influences outcomes more lessen the [[Value of Effort]] for the [[Character Development]] but this may be compensated by the [[Value of Effort]] having the mastery represents. It may however also make [[Player Balance]] difficult to achieve without other [[Balancing Effects]]. Dominating influence from [[Character Development]] can directly work against [[Game Mastery]] occuring (see Linderoth 2010<ref name="linderoth"/> for a discussion related to this). | ||
+ | |||
+ | [[Grinding]] | ||
+ | |||
+ | [[Smooth Learning Curves]] | ||
+ | [[Automated Responses]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
− | |||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | |||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Combat]] | ||
+ | [[Aim & Shoot]] | ||
+ | [[Tools]] | ||
+ | [[Damage]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Combos]] | ||
+ | [[Game Mastery]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Game Mastery]] when [[Character Development]] is present | ||
+ | |||
+ | [[Player Balance]] when [[Game Mastery]] is present | ||
== History == | == History == | ||
Line 42: | Line 93: | ||
== References == | == References == | ||
+ | <references> | ||
+ | <ref name="linderoth">Why gamers donʼt learn more - An ecological approach to games as learning environments. In proceedings of Nordic DiGRA 2010.</ref> | ||
+ | </references> | ||
+ | == Acknowledgments == |
Revision as of 11:57, 8 April 2011
Outcomes of player actions that depends both on both player and character characteristics.
This pattern is a still a stub.
Can also depend on equipment.
Contents
Examples
GURPS Dungeons & Dragons
Borderlands
Using the pattern
Dexterity-Based Actions Memorizing Timing
Characters Skills Tools Equipment Weapons]
Combos can be one way of achieving Player/Character Skill Composites since actions, and even the performance of them, can be attributes of Characters but players decide when they are done.
Combat is an activity that quite often depends on Player/Character Skill Composites.
Games with Player/Character Skill Composites have to balance Character Development with Game Mastery. Those where Game Mastery over time influences outcomes more lessen the Value of Effort for the Character Development but this may be compensated by the Value of Effort having the mastery represents. It may however also make Player Balance difficult to achieve without other Balancing Effects. Dominating influence from Character Development can directly work against Game Mastery occuring (see Linderoth 2010[1] for a discussion related to this).
Smooth Learning Curves Automated Responses
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Combat Aim & Shoot Tools Damage
Can Be Instantiated By
Can Be Modulated By
-
Potentially Conflicting With
Game Mastery when Character Development is present
Player Balance when Game Mastery is present
History
New pattern created in this wiki.
References
- ↑ Why gamers donʼt learn more - An ecological approach to games as learning environments. In proceedings of Nordic DiGRA 2010.