Difference between revisions of "Deterioration"
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Damage to vehicles in the [[Grand Theft Auto series]] and the [[Battlefield series]] is not [[Deterioration]] per se as it always occur as the effect of attacks or collisions but given that this is such a common occurrence in these games it can from the drivers perspective be the same. | Damage to vehicles in the [[Grand Theft Auto series]] and the [[Battlefield series]] is not [[Deterioration]] per se as it always occur as the effect of attacks or collisions but given that this is such a common occurrence in these games it can from the drivers perspective be the same. | ||
+ | |||
+ | The [[Gran Turismo series|Gran Turismo]] racing game series has tires wearing down at different speeds depending on how players drive. This wear and tear may also force players to enter pit stops to change tires during races. | ||
== Using the pattern == | == Using the pattern == | ||
active use many not necessarily come from those that have equipped the [[Game Items]], e.g. [[Armor]] can suffer [[Deterioration]] due to absorbing attacks. | active use many not necessarily come from those that have equipped the [[Game Items]], e.g. [[Armor]] can suffer [[Deterioration]] due to absorbing attacks. | ||
+ | |||
+ | While any type of [[Equipment]] can suffer from [[Deterioration]], common targets for it includes [[Armor]], [[Tools]], and [[Weapons]]. In the case of [[Armor]] the primary reason for [[Deterioration]] is [[Damage]] but [[Damage]] can also be motivate [[Deterioration]] of [[Vehicles]] due to collisions. | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Crafting]], | ||
+ | [[Inventories]] | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Ability Losses]], | ||
+ | [[Balancing Effects]], | ||
+ | [[Decreased Abilities]], | ||
+ | [[Destructible Objects]], | ||
+ | [[Maintenance]], | ||
+ | [[Temporary Abilities]], | ||
+ | [[Tradeoffs]] | ||
− | == | + | === Can Modulate === |
+ | [[Armor]], | ||
+ | [[Equipment]], | ||
+ | [[Tools]], | ||
+ | [[Weapons]] | ||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Ability Losses]], | [[Ability Losses]], |
Revision as of 12:20, 29 June 2011
The degradation of game items due to active use.
This pattern is a still a stub.
Contents
Examples
Items used in Fallout 3 and Fallout: New Vegas become less and less efficient and need to be repaired to continue functioning. Besides items used actively by characters this includes armor and apparel. Similarly, using any tool in Minecraft wears it down and so does absorbing damage for armor. Mutant, a Tabletop Roleplaying Game also has rules to simulate how high-tech artifacts can be unreliable in its post-apocalyptic setting.
Damage to vehicles in the Grand Theft Auto series and the Battlefield series is not Deterioration per se as it always occur as the effect of attacks or collisions but given that this is such a common occurrence in these games it can from the drivers perspective be the same.
The Gran Turismo racing game series has tires wearing down at different speeds depending on how players drive. This wear and tear may also force players to enter pit stops to change tires during races.
Using the pattern
active use many not necessarily come from those that have equipped the Game Items, e.g. Armor can suffer Deterioration due to absorbing attacks.
While any type of Equipment can suffer from Deterioration, common targets for it includes Armor, Tools, and Weapons. In the case of Armor the primary reason for Deterioration is Damage but Damage can also be motivate Deterioration of Vehicles due to collisions.
Can Be Modulated By
Diegetic Aspects
Interface Aspects
When possible, countering Deterioration is often done in Inventories (possible through Crafting) or through services provides by Non-Player Characters.
Narrative Aspects
Consequences
Can Instantiate
Ability Losses, Balancing Effects, Decreased Abilities, Destructible Objects, Maintenance, Temporary Abilities, Tradeoffs
Can Modulate
Armor, Equipment, Tools, Weapons
Relations
Can Instantiate
Ability Losses, Balancing Effects, Decreased Abilities, Destructible Objects, Maintenance, Temporary Abilities, Tradeoffs
Can Modulate
Armor, Equipment, Tools, Weapons
Can Be Instantiated By
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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