Difference between revisions of "Weapons"

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gems in [[Dragon Age series]]
 
gems in [[Dragon Age series]]
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Torchlight
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Bioshock series
 
Bioshock series
 
Deus Ex series
 
Deus Ex series
Torchlight
+
 
 +
Left 4 Dead series
  
 
KoToR
 
KoToR
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Improved Abilities
 
Improved Abilities
  
Several common options exist of the design of [[Weapons]]. The most common is probably having ammunition as [[Limited Resources]] for ranged weapons except for the most basic [[Weapons|Weapon]] (examples of this include the [[Doom series|Doom]], [[Quake series|Quake]], [[Left 4 Dead series|Left 4 Dead]], and [[Crysis series]], as well as [[Minecraft]] and [[Zombie Lane]]). This may also be present in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] and [[GURPS]] depending on how much bookkeeping (and [[Excise]]) players and [[GAme Masters]] wish to perform. [[Deterioration]] by use is found in several games, e.g. the [[Fallout series]], [[Mutant]], and [[Minecraft]], and make individual [[Weapons]] into [[Limited Resources]] and may motivate [[Crafting]] to maintain their usefulness.
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Several common options exist of the design of [[Weapons]]. The most common is probably having ammunition as [[Limited Resources]] for ranged weapons except for the most basic [[Weapons|Weapon]] (examples of this include the [[Doom series|Doom]], [[Quake series|Quake]], [[Left 4 Dead series|Left 4 Dead]], and [[Crysis series]], as well as [[Minecraft]] and [[Zombie Lane]]). This may also be present in [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons & Dragons]] and [[GURPS]] depending on how much bookkeeping (and [[Excise]]) players and [[Game Masters]] wish to perform. [[Deterioration]] by use is found in several games, e.g. the [[Fallout series]], [[Mutant]], and [[Minecraft]], and make individual [[Weapons]] into [[Limited Resources]] and may motivate [[Crafting]] to maintain their usefulness. [[Upgrading]] different aspects of [[Weapons]] such as accuracy, damage, weight, and ammunition limits, can be motivated by adding additional hardware such as scopes and extended magazines (e.g. [[GURPS]] and [[Left 4 Dead series]]), through inserting magical gems (e.g. [[Torchlight]] and the [[Dragon Age series]]), or simply magical spells and rituals (e.g. [[GURPS]]). [[Weapons]] can also be created as parts of [[Sets]] - typically wither [[Weapons]]-only [[Sets]] or mixtures of [[Weapons]] and [[Armor]].
 
+
 
+
[[Upgrading]]
+
 
+
[[Sets]]
+
  
Common ways of providing [[Weapons]] to players are as [[Loot]] or [[Trading]].
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Common ways of providing [[Weapons]] to players are as [[Loot]] or [[Trading]], but unique or especially powerful ones may be restricted to being [[Rewards]] for solving [[Quests]].
  
 
However, some types of [[Weapons]] are not suitable for this. [[Installations]] are one example of this due to existing as independent parts of [[Game Worlds]]. Their immobility is typically compensated by providing [[Improved Abilities|Improved]] or [[Privileged Abilities]] on a different scale than other [[Weapons]]. [[Vehicles]] can diegetically motivate weapons of the same caliber as [[Installations]] and also typically exist independently in [[Game Worlds]]. In addition, [[Vehicles]] may even more than other ways of providing [[Weapons]] negatively affect [[Player Balance]] since they also improve [[Movement]] (or provide [[Privileged Movement]] and potentially [[Armor]] as well.
 
However, some types of [[Weapons]] are not suitable for this. [[Installations]] are one example of this due to existing as independent parts of [[Game Worlds]]. Their immobility is typically compensated by providing [[Improved Abilities|Improved]] or [[Privileged Abilities]] on a different scale than other [[Weapons]]. [[Vehicles]] can diegetically motivate weapons of the same caliber as [[Installations]] and also typically exist independently in [[Game Worlds]]. In addition, [[Vehicles]] may even more than other ways of providing [[Weapons]] negatively affect [[Player Balance]] since they also improve [[Movement]] (or provide [[Privileged Movement]] and potentially [[Armor]] as well.
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[[Limited Resources]],  
 
[[Limited Resources]],  
 
[[Loot]],  
 
[[Loot]],  
 +
[[Quests]],
 
[[Sets]],  
 
[[Sets]],  
 
[[Trading]],  
 
[[Trading]],  

Revision as of 13:29, 6 April 2011


Game elements used as tools to cause death and destruction in game worlds.

This pattern is a still a stub.

Examples

GURPS Dungeons & Dragons

grappling hook Just Cause 2

Doom series Quake series Crysis series

Gun.Smoke

trading and loot


Metal Slug


upgrades

gems in Dragon Age series Torchlight

Bioshock series Deus Ex series

Left 4 Dead series

KoToR

Minecraft

vehicles in Battlefield series

(and a few vehicles in the Grand Theft Auto series)

Minecraft Zombie Lane


Fallout series, Mutant

deterioration upgrades

Using the pattern

Combat Privileged Abilities, e.g. the possibility to do ranged attacks. Game Items

Privileged Movement

Improved Abilities

Several common options exist of the design of Weapons. The most common is probably having ammunition as Limited Resources for ranged weapons except for the most basic Weapon (examples of this include the Doom, Quake, Left 4 Dead, and Crysis series, as well as Minecraft and Zombie Lane). This may also be present in Tabletop Roleplaying Games such as Dungeons & Dragons and GURPS depending on how much bookkeeping (and Excise) players and Game Masters wish to perform. Deterioration by use is found in several games, e.g. the Fallout series, Mutant, and Minecraft, and make individual Weapons into Limited Resources and may motivate Crafting to maintain their usefulness. Upgrading different aspects of Weapons such as accuracy, damage, weight, and ammunition limits, can be motivated by adding additional hardware such as scopes and extended magazines (e.g. GURPS and Left 4 Dead series), through inserting magical gems (e.g. Torchlight and the Dragon Age series), or simply magical spells and rituals (e.g. GURPS). Weapons can also be created as parts of Sets - typically wither Weapons-only Sets or mixtures of Weapons and Armor.

Common ways of providing Weapons to players are as Loot or Trading, but unique or especially powerful ones may be restricted to being Rewards for solving Quests.

However, some types of Weapons are not suitable for this. Installations are one example of this due to existing as independent parts of Game Worlds. Their immobility is typically compensated by providing Improved or Privileged Abilities on a different scale than other Weapons. Vehicles can diegetically motivate weapons of the same caliber as Installations and also typically exist independently in Game Worlds. In addition, Vehicles may even more than other ways of providing Weapons negatively affect Player Balance since they also improve Movement (or provide Privileged Movement and potentially Armor as well.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Magical or otherwise powerful Weapons have played important roles as MacGuffins in many traditional stories, and can likewise do so in games.

Consequences

Game Items Tools Combat Limited Resources

Relations

Can Instantiate

MacGuffins

with ...

Can Modulate

Can Be Instantiated By

Installations, Vehicles

Can Be Modulated By

Deterioration, Limited Resources, Loot, Quests, Sets, Trading, Upgrading

Possible Closure Effects

Potentially Conflicting With

Player Balance

History

New pattern created in this wiki.

References

-

Acknowledgements

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