Difference between revisions of "Location-Fixed Abilities"
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== Using the pattern == | == Using the pattern == | ||
− | [[ | + | [[Location-Fixed Abilities]] can be created through either creating [[Environmental Effects]] in [[Game Worlds]] or placing immobile [[Game Items]] which affect [[Abilities]] within them. [[Chargers]] and [[Safe Havens]] are common examples of [[Environmental Effects]] while [[Game Items]] that can be used for this purpose include [[Controllers]], [[Installations]], and [[Self-Service Kiosks]]. |
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | [[Diegetically Outstanding Features]] | + | Unless their use or appearance naturally draws attention to them, it may be advisable to consider making [[Location-Fixed Abilities]] have [[Diegetically Outstanding Features]] since they are often can be important to be aware given their potential affect on gameplay. |
=== Interface Aspects === | === Interface Aspects === |
Revision as of 06:43, 26 June 2011
Abilities only available at certain locations in game worlds.
This pattern is a still a stub.
Contents
Examples
Cannons in Super Mario 64
Chargers that give players extra speed boosts exists in both the Mario Kart series and F-Zero GX. Pit stops in Formula D show that Board Games dealing with racing also can have Location-Fixed Abilities.
Several First-Person Shooters include stationary weapons. The 40mm Bofors Anti-Aircraft Gun and FIM-92 Stinger are examples from the Battlefield series that provide Location-Fixed Abilities while the Left 4 Dead series has mounted mini-guns and heavy machine guns that the players can find.
Computer-based Roleplaying Games often have Location-Fixed Abilities in the form of immobile non-player characters. Torchlight, the Dragon Age series, and the Fable series are examples of this, and to a lesser extent this is also true for NetHack and the Fallout series since the NPCs providing services there do move about somewhat. The Legend of Zelda series and Assassin's Creed series are examples of other computer-based games also having stationary NPCs providing services to the players.
Using the pattern
Location-Fixed Abilities can be created through either creating Environmental Effects in Game Worlds or placing immobile Game Items which affect Abilities within them. Chargers and Safe Havens are common examples of Environmental Effects while Game Items that can be used for this purpose include Controllers, Installations, and Self-Service Kiosks.
Can Be Modulated By
Diegetic Aspects
Unless their use or appearance naturally draws attention to them, it may be advisable to consider making Location-Fixed Abilities have Diegetically Outstanding Features since they are often can be important to be aware given their potential affect on gameplay.
Interface Aspects
See above.
Consequences
Location-Fixed Abilities modify players' sets of Abilities by providing New or Improved Abilities at specific locations in Game Worlds. They can be Strategic Locations if the New Abilities are vital for gameplay or if the improvements can be used to gain significant advantages.
Relations
Can Instantiate
Can Modulate
Abilities, Improved Abilities, New Abilities
Can Be Instantiated By
Controllers, Chargers, Installations, Environmental Effects, Safe Havens, Self-Service Kiosks
Can Be Modulated By
Diegetically Outstanding Features, Units
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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