Difference between revisions of "Units"
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=== Examples === | === Examples === | ||
− | All the pieces in [[Chess]] and [[Stratego]] (except the king and the flag respectively) are [[Units]] since there is | + | All the pieces in [[Chess]] and [[Stratego]] (except the king and the flag respectively) are [[Units]] since there is no difference between members of the same category (e.g. Rooks, Bishops, and Pawns) and any may be lost without that causing the game to be immediately lost. In [[Bloodbowl]], players control teams playing a version of American football in a fantasy setting and the team members (except star players) start indistinguishable from each other. |
In the board game [[Space Hulk]], one of the players controls an essentially unlimited amount of [[Units]], called genestealers, which are replenished endlessly. The opposing player has a preset number of [[Units]], called space marines, which are not replenished once lost. Roleplaying games such as [[Dungeons & Dragons]] have players controlling their own characters but these are typically outnumbered by inferior enemies controlled by game masters. | In the board game [[Space Hulk]], one of the players controls an essentially unlimited amount of [[Units]], called genestealers, which are replenished endlessly. The opposing player has a preset number of [[Units]], called space marines, which are not replenished once lost. Roleplaying games such as [[Dungeons & Dragons]] have players controlling their own characters but these are typically outnumbered by inferior enemies controlled by game masters. | ||
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Several design choices have to be made when using [[Units]]. Maybe the most fundamental is if the units are supposed to be under players (including [[AI Players]]) control or be under control of the game system. Their prime use when directed by the system is to be [[Enemies]], and their behavior is in this case the result of being [[Algorithmic Agents]] or having [[Game Masters]]. The complexity and skills of these [[Units]] can be designed to support both [[Casual Gameplay]] and [[Challenging Gameplay]] and quite often these types of [[Units]] have clearly different modes the operated in, for example going from a passive to active mode when an [[Alarms|Alarm]] is triggered. | Several design choices have to be made when using [[Units]]. Maybe the most fundamental is if the units are supposed to be under players (including [[AI Players]]) control or be under control of the game system. Their prime use when directed by the system is to be [[Enemies]], and their behavior is in this case the result of being [[Algorithmic Agents]] or having [[Game Masters]]. The complexity and skills of these [[Units]] can be designed to support both [[Casual Gameplay]] and [[Challenging Gameplay]] and quite often these types of [[Units]] have clearly different modes the operated in, for example going from a passive to active mode when an [[Alarms|Alarm]] is triggered. | ||
− | The amount of [[Units]] available to players is one of the most fundamental choices. The number of the [[Units]] may be preset so that the players have [[Limited Resources]] or it may be determined by [[Randomness]], or depending on the player actions, during the set-up phase. When the players can affect the number of [[Units]] they may have during the gameplay, these [[Units]] are [[Renewable Resources]] and can be rewards for completing sub goals or be produced from [[Resource Generators]] or [[Converters]] that are under the player's control. The [[Units]] themselves may be part of a neutral pool of [[Resources]], which the player can take control over through succeeding with [[Gain Ownership]] goals. In most cases, the lifetime of [[Units]] is governed by a [[Producer-Consumer]] pattern. For example in the [[Civilization series]], the production of [[Units]] is done in cities, and the [[Units]] can be consumed in [[Combat]] through [[Game Element Removal]]. [[Upgrading]] [[Producers]], or gaining control over new ones, may allow players to give [[New Abilities]] to their Units, as players may gain [[New Abilities]] as a whole through succeeding with [[Gain Ownership]] of enemy [[Units]] through [[Transfer of Control]]. [[Population Caps]] can be used to limit the maximum number of [[Units]] available, and by this hindering one form of [[Positive Feedback Loops|Positive Feedback Loop]] related to simply | + | The amount of [[Units]] available to players is one of the most fundamental choices. The number of the [[Units]] may be preset so that the players have [[Limited Resources]] or it may be determined by [[Randomness]], or depending on the player actions, during the set-up phase. When the players can affect the number of [[Units]] they may have during the gameplay, these [[Units]] are [[Renewable Resources]] and can be rewards for completing sub goals or be produced from [[Resource Generators]] or [[Converters]] that are under the player's control. The [[Units]] themselves may be part of a neutral pool of [[Resources]], which the player can take control over through succeeding with [[Gain Ownership]] goals. In most cases, the lifetime of [[Units]] is governed by a [[Producer-Consumer]] pattern. For example in the [[Civilization series]], the production of [[Units]] is done in cities, and the [[Units]] can be consumed in [[Combat]] through [[Game Element Removal]]. [[Upgrading]] [[Producers]], or gaining control over new ones, may allow players to give [[New Abilities]] to their Units, as players may gain [[New Abilities]] as a whole through succeeding with [[Gain Ownership]] of enemy [[Units]] through [[Transfer of Control]]. [[Population Caps]] can be used to limit the maximum number of [[Units]] available, and by this hindering one form of [[Positive Feedback Loops|Positive Feedback Loop]] related to simply out producing opponents. |
Beyond how many [[Units]] are available to players is the decision of when the players can start to use them. Making all possible [[Units]] available at the start makes them a [[Non-Renewable Resource]] and typically speeds up the game if they can be eliminated during gameplay. Portioning the available [[Units]] over time or giving them out as rewards for goals can be used to maintain the [[Right Level of Complexity]] and avoid [[Analysis Paralysis]]. In games with [[Population Caps]], increasing or decreasing the number of [[Units]] allowed can be used as [[Rewards]] or [[Penalties]]. | Beyond how many [[Units]] are available to players is the decision of when the players can start to use them. Making all possible [[Units]] available at the start makes them a [[Non-Renewable Resource]] and typically speeds up the game if they can be eliminated during gameplay. Portioning the available [[Units]] over time or giving them out as rewards for goals can be used to maintain the [[Right Level of Complexity]] and avoid [[Analysis Paralysis]]. In games with [[Population Caps]], increasing or decreasing the number of [[Units]] allowed can be used as [[Rewards]] or [[Penalties]]. | ||
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The abilities of the [[Units]] can either be identical - in order to stress the use of them as a group - or be [[Asymmetric Abilities|Asymmetric]] to encourage [[Strategic Knowledge]] related to [[Combos]] (most efficiently promoted through [[Orthogonal Unit Differentiation]]). In the latter case, this can increase the value of each [[Units|Unit]] as it may not be replaced by another and may promote [[Stimulated Planning]] on when and where to use uncommon [[Units]]. If the players can control the production of [[Units]], the existence of several different types can promote [[Varied Gameplay]] and [[Tradeoffs]], as the players have to decide what types of Units they want to acquire. Although the types of actions [[Units]] may have can vary widely, unless [[Movement]] is possible for them they are likely to be interpreted more as [[Tokens]] than [[Units]] (especially if their other actions do not have some directional component). | The abilities of the [[Units]] can either be identical - in order to stress the use of them as a group - or be [[Asymmetric Abilities|Asymmetric]] to encourage [[Strategic Knowledge]] related to [[Combos]] (most efficiently promoted through [[Orthogonal Unit Differentiation]]). In the latter case, this can increase the value of each [[Units|Unit]] as it may not be replaced by another and may promote [[Stimulated Planning]] on when and where to use uncommon [[Units]]. If the players can control the production of [[Units]], the existence of several different types can promote [[Varied Gameplay]] and [[Tradeoffs]], as the players have to decide what types of Units they want to acquire. Although the types of actions [[Units]] may have can vary widely, unless [[Movement]] is possible for them they are likely to be interpreted more as [[Tokens]] than [[Units]] (especially if their other actions do not have some directional component). | ||
− | The | + | The value of units relative to each other is also worth considering. This may typically affect the cost to create them with [[Producers]] and be linked to their power, especially if the [[Units]] have different [[Limited Set of Actions]] available or if any [[Privileged Abilities]] exist. The different abilities of [[Units]] do not have to be inherent; the use of [[Tools]] can explain various [[Privileged Abilities]] as can [[Location-Fixed Abilities]], e.g. [[Alarms]]. [[Orthogonal Unit Differentiation]] between [[Units]] may be used to set up [[Paper-Rock-Scissors]] power relations so that some weak unique can be powerful in special cases. This is for example done in [[Stratego]], where the weakest [[Units|Unit]], the spy, is the only type to be able to kill the most powerful one, the Marshal. This evens the usefulness of the [[Units]] even though they have varying power, and typically also provides more [[Varied Gameplay]]. |
Providing players with sufficient information about the current state of the [[Units]] can require the use of a [[Game State Overview]] or a [[Game World]] that can be viewed in its entirety all at once. Many games using [[Units]], and especially those where the number of the [[Units]] can change over time, make use of a [[Camera]] for [[Third-Person Views]] and a [[God's Finger]] to allow the players to navigate the [[Game World]] in order to locate and select which [[Units]] to use. | Providing players with sufficient information about the current state of the [[Units]] can require the use of a [[Game State Overview]] or a [[Game World]] that can be viewed in its entirety all at once. Many games using [[Units]], and especially those where the number of the [[Units]] can change over time, make use of a [[Camera]] for [[Third-Person Views]] and a [[God's Finger]] to allow the players to navigate the [[Game World]] in order to locate and select which [[Units]] to use. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
− | [[Units]] that have different abilities are typically distinguished from each other through use of [[Diegetically Outstanding Features]] | + | [[Units]] that have different abilities are typically distinguished from each other through use of [[Diegetically Outstanding Features]] - this to help players understand the game state and more easily navigate to specific units. |
== Consequences == | == Consequences == | ||
− | [[Units]] which are under another player's or the game system's control are typically examples of [[Agents]]. If compared with single [[Avatars]] with the same action | + | [[Units]] which are under another player's or the game system's control are typically examples of [[Agents]]. If compared with single [[Avatars]] with the same action repertoire, [[Units]] allow a greater [[Freedom of Choice]] simply because a choice can be made for each [[Units|Unit]]. In addition, having several game elements that can be controlled typically allows [[Combos]] which are impossible otherwise. As a potential downside to these effects, having many [[Units]] often requires more input to the system which can in effect become [[Excise]]. This is especially true in [[Self-Facilitated Games]]. |
[[Units]] are [[Resources]] in games, and often acquiring them represents a form of [[Investment]]. [[Units]] allow the players to have multiple [[Focus Loci]] where they can affect [[Game Worlds]] without breaking their [[Diegetic Consistency]]. However, they may create [[Complex Gameplay]] due to demands of [[Attention Swapping]]. This is especially likely if the game does not support a [[Game State Overview]], which shows relevant information about each player's [[Units]]. | [[Units]] are [[Resources]] in games, and often acquiring them represents a form of [[Investment]]. [[Units]] allow the players to have multiple [[Focus Loci]] where they can affect [[Game Worlds]] without breaking their [[Diegetic Consistency]]. However, they may create [[Complex Gameplay]] due to demands of [[Attention Swapping]]. This is especially likely if the game does not support a [[Game State Overview]], which shows relevant information about each player's [[Units]]. |
Revision as of 16:54, 13 September 2010
Disposable game elements under the control of the game system or players that are either interacted with on a group level or have no individual distinguishing features from a set of other game elements.
Units is the term for game elements whose influence on gameplay is often considered from a group perspective, and whose uniqueness is not relevant for said gameplay. The Units may have different actions and attributes associated with them but as players controls or interacts with many Units simultaneously, the loss of single units is seldom the cause of losing a game.
Contents
Examples
All the pieces in Chess and Stratego (except the king and the flag respectively) are Units since there is no difference between members of the same category (e.g. Rooks, Bishops, and Pawns) and any may be lost without that causing the game to be immediately lost. In Bloodbowl, players control teams playing a version of American football in a fantasy setting and the team members (except star players) start indistinguishable from each other.
In the board game Space Hulk, one of the players controls an essentially unlimited amount of Units, called genestealers, which are replenished endlessly. The opposing player has a preset number of Units, called space marines, which are not replenished once lost. Roleplaying games such as Dungeons & Dragons have players controlling their own characters but these are typically outnumbered by inferior enemies controlled by game masters.
Computational power makes it possible to have many Units in a game, even if they may only partly under the player's direct control. Pik-Min, a more or less real-time puzzle game, and Lemmings are examples of games that make heavy use of Units and the goo balls in World of Goo can to a lesser extent be seen as an example as well. Real-time strategy (RTS) games such as the Starcraft series and the Age of Empires series make heavy use of Units, where the choice and use of the different available types of units is one of the strategic skills of the games. Defense of the Ancients is similar, but players have no control over the Units (referred to as creeps). Computer can of course also be used to expose players to many enemies - this is especially common in zombie games, e.g. the Left 4 Dead series, the Dead Rising series, and Zombiepox.
Using the pattern
A basic requirement for Units to exist is that the game system or the players have control over more than one game element, since having only one game element gives rise to the Avatars patterns instead. The patterns are however compatible, as for example in Defense of the Ancients where each player in a Team has a Character but have no control over the many creeps that also fight on their side. Units can be used also as Companions to the players' Avatars (or Characters); in this case, they can be given various degrees of autonomy or be directly controlled through the Avatars.
Several design choices have to be made when using Units. Maybe the most fundamental is if the units are supposed to be under players (including AI Players) control or be under control of the game system. Their prime use when directed by the system is to be Enemies, and their behavior is in this case the result of being Algorithmic Agents or having Game Masters. The complexity and skills of these Units can be designed to support both Casual Gameplay and Challenging Gameplay and quite often these types of Units have clearly different modes the operated in, for example going from a passive to active mode when an Alarm is triggered.
The amount of Units available to players is one of the most fundamental choices. The number of the Units may be preset so that the players have Limited Resources or it may be determined by Randomness, or depending on the player actions, during the set-up phase. When the players can affect the number of Units they may have during the gameplay, these Units are Renewable Resources and can be rewards for completing sub goals or be produced from Resource Generators or Converters that are under the player's control. The Units themselves may be part of a neutral pool of Resources, which the player can take control over through succeeding with Gain Ownership goals. In most cases, the lifetime of Units is governed by a Producer-Consumer pattern. For example in the Civilization series, the production of Units is done in cities, and the Units can be consumed in Combat through Game Element Removal. Upgrading Producers, or gaining control over new ones, may allow players to give New Abilities to their Units, as players may gain New Abilities as a whole through succeeding with Gain Ownership of enemy Units through Transfer of Control. Population Caps can be used to limit the maximum number of Units available, and by this hindering one form of Positive Feedback Loop related to simply out producing opponents.
Beyond how many Units are available to players is the decision of when the players can start to use them. Making all possible Units available at the start makes them a Non-Renewable Resource and typically speeds up the game if they can be eliminated during gameplay. Portioning the available Units over time or giving them out as rewards for goals can be used to maintain the Right Level of Complexity and avoid Analysis Paralysis. In games with Population Caps, increasing or decreasing the number of Units allowed can be used as Rewards or Penalties.
The abilities of the Units can either be identical - in order to stress the use of them as a group - or be Asymmetric to encourage Strategic Knowledge related to Combos (most efficiently promoted through Orthogonal Unit Differentiation). In the latter case, this can increase the value of each Unit as it may not be replaced by another and may promote Stimulated Planning on when and where to use uncommon Units. If the players can control the production of Units, the existence of several different types can promote Varied Gameplay and Tradeoffs, as the players have to decide what types of Units they want to acquire. Although the types of actions Units may have can vary widely, unless Movement is possible for them they are likely to be interpreted more as Tokens than Units (especially if their other actions do not have some directional component).
The value of units relative to each other is also worth considering. This may typically affect the cost to create them with Producers and be linked to their power, especially if the Units have different Limited Set of Actions available or if any Privileged Abilities exist. The different abilities of Units do not have to be inherent; the use of Tools can explain various Privileged Abilities as can Location-Fixed Abilities, e.g. Alarms. Orthogonal Unit Differentiation between Units may be used to set up Paper-Rock-Scissors power relations so that some weak unique can be powerful in special cases. This is for example done in Stratego, where the weakest Unit, the spy, is the only type to be able to kill the most powerful one, the Marshal. This evens the usefulness of the Units even though they have varying power, and typically also provides more Varied Gameplay.
Providing players with sufficient information about the current state of the Units can require the use of a Game State Overview or a Game World that can be viewed in its entirety all at once. Many games using Units, and especially those where the number of the Units can change over time, make use of a Camera for Third-Person Views and a God's Finger to allow the players to navigate the Game World in order to locate and select which Units to use.
Diegetic Aspects
Units that have different abilities are typically distinguished from each other through use of Diegetically Outstanding Features - this to help players understand the game state and more easily navigate to specific units.
Consequences
Units which are under another player's or the game system's control are typically examples of Agents. If compared with single Avatars with the same action repertoire, Units allow a greater Freedom of Choice simply because a choice can be made for each Unit. In addition, having several game elements that can be controlled typically allows Combos which are impossible otherwise. As a potential downside to these effects, having many Units often requires more input to the system which can in effect become Excise. This is especially true in Self-Facilitated Games.
Units are Resources in games, and often acquiring them represents a form of Investment. Units allow the players to have multiple Focus Loci where they can affect Game Worlds without breaking their Diegetic Consistency. However, they may create Complex Gameplay due to demands of Attention Swapping. This is especially likely if the game does not support a Game State Overview, which shows relevant information about each player's Units.
Units are often targets of the Damages from Deadly Traps and Combat motivated by other players' Eliminate goals. Given that they can be present in large number, the destruction of Units or giving them Decreased Abilities does not need to be game breaking events. The Penalties for losing Units are often Ability Losses and the ability to perform Combos, and the player controlling Units in danger may have Evade and Survive goals.
Various Units can have different Limited Set of Actions by making use of Orthogonal Unit Differentiation, so using them can require the players to make Tradeoffs between different types of Units. Different stages of the gameplay can further require different types of Units, allowing Varied Gameplay as do games using Paper-Rock-Scissors power structures between the different types of Units.
Units let the players simulate Team Play even in Single-Player Games as they allow Combos. This encourages Stimulated Planning and allows players to do Resource Management on a higher level than using Avatars, as the destruction or death of Units may in some cases even be advantageous and necessary. Thus Units can be seen as a use of Parallel Lives which in contrast to Avatars are more or less dispensable.
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
A rewrite of a pattern that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.