Difference between revisions of "Health"
(→Interface Aspects) |
|||
Line 28: | Line 28: | ||
=== Interface Aspects === | === Interface Aspects === | ||
− | Given the importance of [[Health]] values for overall gameplay development, they are usually displayed so they are easily | + | Given the importance of [[Health]] values for overall gameplay development, they are usually displayed as [[Game State Indicators]] so they are easily noticable by players. For their own [[Avatars]] or [[Characters]] this may be through [[HUD Interfaces]] since these [[Focus Loci]] may not be visible themselves to players. [[Geospatial Game Widgets]] - for example hovering health bars - are often used for players' own [[Units]], encountered [[Enemies]], or the [[Avatars]] and [[Characters]] of [[Teams|Team]] members. |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
== Consequences == | == Consequences == |
Revision as of 08:26, 19 July 2011
A measure of how much damage or other negative consequences avatars, characters, or units can take before they suffer serious penalties.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Sometimes Health is split into several different Attributes. Quake, for example, has both health and armor Attributes which have very similar properties.
The Damage and Health patterns often influence each other heavily, but Health modifies Damage since the latter one can exist without the former. While Damage causes reductions in Health, there are many ways of modifying this. Armor can reduce the amount of Damage taken and acquiring them, or choosing which one to use, can become gameplay elements. Difficulty Levels and Handicap Systems can be applied before or during game instances to shift gameplay between Casual and Challenging and to try and find Player and Team Balance.
If Health can be healed or repaired, it becomes a Renewable Resources. Chargers are Environmental Effects that can provide this effect, and together with healing Pick-Ups show how restoring Health can be linked to moving in Game Worlds.
Can Be Modulated By
Environmental Effects, Tools, Traps
Interface Aspects
Given the importance of Health values for overall gameplay development, they are usually displayed as Game State Indicators so they are easily noticable by players. For their own Avatars or Characters this may be through HUD Interfaces since these Focus Loci may not be visible themselves to players. Geospatial Game Widgets - for example hovering health bars - are often used for players' own Units, encountered Enemies, or the Avatars and Characters of Team members.
Consequences
Can Instantiate
Attributes, Renewable Resources, Resources
Can Modulate
Characters, Combat, Damage, Destructible Objects, Lives, Units
Relations
Can Instantiate
Attributes, Renewable Resources, Resources
Can Modulate
Characters, Combat, Damage, Destructible Objects, Lives, Units
Can Be Instantiated By
-
Can Be Modulated By
Armor, Chargers, Difficulty Levels, Environmental Effects, Game State Indicators, Geospatial Game Widgets, Handicap Systems, HUD Interfaces, Pick-Ups, Tools, Traps
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
-