Difference between revisions of "Damage"

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Revision as of 20:13, 18 July 2011

Decremental effects from actions or events that can lead to negative consequences.

This pattern is a still a stub.

Damage is an indication that players have failed to avoid the actions of enemies or dangerous objects in the game. The effects of Damage in most games are minor; it is mainly used as an indicator of how many times one may fail in a certain manor before more serious effects occur.

Examples

Left 4 Dead series

Few first-person shooters make all hits instantaneous kills. Rather they require players to succeed with shots or strikes several times, each one giving Damage, before killing their opponents.

Roleplaying games often have detailed rules for Damage, dividing character's bodies into different hit areas and having different consequences for taking Damage in each area.

In the board game RoboRally the first points of Damage reduced the number of cards received each round. However, more Damage makes some cards be repeated each turn and severely limit the possible actions each turn. Even more Damage destroys the robot.

Using the pattern

Designing Damage effects consist of deciding what causes it, how it is measured or what effects it causes, who or what can be affected by it, and if, and in that case how, its effect can be reversed.

Weapons are an obvious choice for game entities that should cause Damage, but other common examples include Vehicles (when they can be used to hit other entities) and Tools (when they can be used as improvised Weapons). Grand Theft Auto: San Andreas and the Battlefield series use all these options (Minecraft too except for Vehicles being ineffective). Environmental Effects and Traps is another source for Damage but in this case that they can cause Damage is what defines them (it should be noted that Environmental Effects that cause Damage can together be Traps). Taking another perspective, the cause for receiving Damage can be failing to succeed in Evade goals, or failing in Maneuvering to avoid Obstacles or Diegetically Tangible Game Items. Less common reasons for Damage include not being King of the Hill or making Consumers perform actions where the needed Resources are described in terms of Health.

The most common type of Damage is simply a reduction of Health (some times called hit points but the Quake series shows how Damage can be used to reduce both Health and "Armor" characteristics). Additional effects such as forced Downtime, reduced Skills, or other Ability Losses can be used to create Damage, but these are often reserved for special hits. Independent of how the Damage was caused its numerical values can either be fixed or be determined by a function. Fixed Damage values give Predictable Consequences while functions can be used to create Randomness and increase the potential interest for each time Damage is received. If Damage comes as effect of Surprises, the severity of these are increased but the possibility of players' having Exaggerated Perception of Influence may be negatively affected.

Damage can be modulated by Risk/Reward so that parts that are more difficult to hit suffer more Damage if hit. An example of this is the possibility to do instantaneous kills with head shots in first-person shooters such as Counter-Strike. If it is not obvious where to hit to inflict greater damage, such areas are Achilles' Heels and the information is Strategic Knowledge.

Avatars, Characters, and Units are common entities that can be affected by Damage, but games can also let Diegetically Tangible Game Items in Game Worlds be affected by Damage if they are Destructible Objects. Typically not all objects can be destroyed, a quite common solution is to let the results of Construction be able to destroy through Damage. The amount of Damage taken can often be diminish or cancelled by pre-emptive or counter actions. Examples of counter actions include using Privileged Abilities (e.g. playing "blocking" Cards in Card Games), or performing blocking or parrying maneuvers. Examples of pre-emptive actions include donning Armor or activating Invulnerabilities (e.g activating "übercharges" in Team Fortress 2). Permanent Invulnerabilities reduce the presence of the Damage pattern but does not have to eliminate it completely if several different types of Damage exist.

If Damages can be healed or repaired, they can make Resources such as health or armor into Renewable Resources. The actual effect of healing or repairing offers the same design choices as for other Renewable Resources.


When Damage gives immediate effects, the most common types of effects are Ability Loss, forced Downtime, or Disruption of Focused Attention.

with Game Items

Traps


Can Be Modulated By

Combos, Difficulty Levels, Dynamic Difficulty Adjustment, Game State Indicators, Movement Limitations,

Diegetic Aspects

Traces

Interface Aspects

The amount of Damage received is usually indicated by a Status Indicator in order for players to perceive the severity of the Damage and gain knowledge about what caused the Damage.

Consequences

Damage is a form of Penalty in games. Since the effect of Damage usually has Predictable Consequences, both the possibility of Damage and actually suffering Damage can be causes of Tension. When Damage can come in many different forms or have different effect, knowing about these represent Strategic Knowledge. When Combat requires player skill, Damage can provide a system component to create Player/Character Skill Composites.

While accumulated Damage can make Player Killing possible in games, it can also be used to increase granularity to Combat by making attacks not directly lose Lives. This also allows modulation of Eliminate goals so that not one single successful attack eliminates an Enemy but rather several successes are required. It can also introduce Deterioration to Game Items and destruction to Destructible Objects, creating Risk/Reward consideration for using Construction when the results of this activity can be destroyed. In general, how much Damage can be received before more severe Penalties are inflicted modulates Risk/Reward choices players do when they are under risk of taking Damage.

Like Lives, Damage can be seen as a measure of how many times one may fail avoiding bad effects in a game before a more severe Penalty is imposed. However, Damage works on a smaller scale and may have no effect on player's Freedom of Choice until the accumulated Damage is translated into another form of Penalty, typically the loss of Lives or the destruction of Units.

Relations

Can Instantiate

Deterioration, Environmental Effects, Penalties, Player Killing, Strategic Knowledge, Surprises, Tension, Traces, Traps

Player/Character Skill Composites in games with Combat

with Construction

Risk/Reward

with Environmental Effects or Game Items

Traps

Can Modulate

Avatars, Characters, Combat, Construction, Consumers, Destructible Objects, Diegetically Tangible Game Items, Eliminate, Game Items, King of the Hill, Lives, Maneuvering, Obstacles, Risk/Reward, Units

Can Be Instantiated By

Ability Losses, Diegetically Tangible Game Items, Downtime, Skills, Tools, Vehicles, Weapons

Can Be Modulated By

Achilles' Heels, Armor, Combos, Difficulty Levels, Dynamic Difficulty Adjustment, Game State Indicators, Health, Invulnerabilities, Movement Limitations, Predictable Consequences, Privileged Abilities, Randomness, Risk/Reward

Possible Closure Effects

-

Potentially Conflicting With

Invulnerabilities

History

An updated version of the pattern Damage that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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