Difference between revisions of "Upgrades"
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[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
− | + | ''Modifications to game items to make them more effective.'' | |
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This pattern is a still a stub. | This pattern is a still a stub. | ||
=== Examples === | === Examples === | ||
− | [[Fallout 3]] | + | [[Fallout 3]] and [[Fallout: New Vegas]] |
− | [[Fallout: New Vegas]] | + | |
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+ | Taking place in worlds where magic works, [[Torchlight]] and the [[Dragon Age series]] make use of gems that can be set in equipment sockets and provide various bonuses. [[GURPS]] and [[Morrowind]] have rules for players to use their skills in spells to enchant items, providing gameplay benefits to how these items work. | ||
== Using the pattern == | == Using the pattern == | ||
− | [[Upgrades]] are basically ways of giving players [[Improved Abilities]] so deciding on what [[Abilities]] should be possible to improve through them. Although [[Upgrades]] | + | [[Upgrades]] are basically ways of giving players [[Improved Abilities]] so deciding on what [[Abilities]] should be possible to improve through them. Although [[Upgrades]] often are [[Equipment]] - they are to be equip other [[Equipment]] - they do not need to be [[Diegetically Tangible Game Items]]. However, giving [[New Abilities]] by modifying [[Equipment]] is typically handled by [[Crafting]] since this is not a question of [[Upgrading]]. Given that they are [[Equipment]], e.g. gems, silencers, and scopes, most of the design decisions related to [[Upgrades]] are the same as for [[Equipment]] or [[Game Items]] in general. This includes who can use them, how they are acquired, etc. An exception when [[Upgrades]] do not function as [[Equipment]] is when they are made possible through [[Powers]], e.g. enchantment spells in [[GURPS]] or [[Morrowind]] (although since [[Morrowind]] requires ''soul gems'' and can thereby be seen as a combination of using a [[Powers|Power]] and a piece of [[Equipment]]). |
Common types of [[Equipment]] which can affected by [[Upgrades]] are [[Armor]] and [[Weapons]]. While [[Sockets]] are receptacles for [[Upgrades]] they can also be affected by [[Upgrades]], e.g. adding additional slots. | Common types of [[Equipment]] which can affected by [[Upgrades]] are [[Armor]] and [[Weapons]]. While [[Sockets]] are receptacles for [[Upgrades]] they can also be affected by [[Upgrades]], e.g. adding additional slots. | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Powers]] | ||
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[[Sidegrades]] with [[Decreased Abilities]] | [[Sidegrades]] with [[Decreased Abilities]] | ||
Revision as of 09:11, 30 June 2011
Modifications to game items to make them more effective.
This pattern is a still a stub.
Contents
Examples
Fallout 3 and Fallout: New Vegas
Taking place in worlds where magic works, Torchlight and the Dragon Age series make use of gems that can be set in equipment sockets and provide various bonuses. GURPS and Morrowind have rules for players to use their skills in spells to enchant items, providing gameplay benefits to how these items work.
Using the pattern
Upgrades are basically ways of giving players Improved Abilities so deciding on what Abilities should be possible to improve through them. Although Upgrades often are Equipment - they are to be equip other Equipment - they do not need to be Diegetically Tangible Game Items. However, giving New Abilities by modifying Equipment is typically handled by Crafting since this is not a question of Upgrading. Given that they are Equipment, e.g. gems, silencers, and scopes, most of the design decisions related to Upgrades are the same as for Equipment or Game Items in general. This includes who can use them, how they are acquired, etc. An exception when Upgrades do not function as Equipment is when they are made possible through Powers, e.g. enchantment spells in GURPS or Morrowind (although since Morrowind requires soul gems and can thereby be seen as a combination of using a Power and a piece of Equipment).
Common types of Equipment which can affected by Upgrades are Armor and Weapons. While Sockets are receptacles for Upgrades they can also be affected by Upgrades, e.g. adding additional slots.
The action of installing Upgrades can either be a generic one that anybody can perform or it can be governed by how Crafting works in a game.
Sidegrades are a specific type of Upgrades that rather than generally provide better Abilities instead provide more specialized ones (in practice this means that they usually balance some type of Improved Ability that an Upgrade could provide with some other type of Decreased Ability).
Interface Aspects
Applying Upgrades are usually done in Inventories since it is there the Upgrades, and Equipment in general, are handled.
Consequences
Upgrades are a type of Equipment that can provide additional Improved Abilities to other pieces of Equipment through allowing the Upgrading of them. They provide players with a Freedom of Choice since the improvements can be done whenever they wish, but doing them are often Irreversible Events and thereby force players to make Tradeoffs decisions between different types of Upgrades.
Upgrades modulate Player/Character Skill Composites, e.g. Variable Accuracy, when these exist and the Upgrades relate to the relevant skills.
Relations
Can Instantiate
Equipment, Freedom of Choice, Improved Abilities, Irreversible Events, Tradeoffs, Upgrading
Can Modulate
Armor, Crafting, Equipment, Player/Character Skill Composites, Sockets, Variable Accuracy, Weapons
Can Be Instantiated By
Sidegrades with Decreased Abilities
Can Be Modulated By
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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