Difference between revisions of "Installations"
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[[Memoir '44]] have sandbags that protect units in a hex until they leave it or are destroyed. | [[Memoir '44]] have sandbags that protect units in a hex until they leave it or are destroyed. | ||
− | + | While [[Half-Life 2]] has the "Mounted Pulse Gun", the [[Battlefield series]] have many real world heavy weapons as [[Installations]], including the M1919 Browning, the 40mm Bofors, and the Phalanx CIWS<ref name="battlefield"/>. | |
[[Morrowind]] has "guild guides" in each of the five mage guilds, and these can provide instant teleportation to any of the other guilds for a fee. | [[Morrowind]] has "guild guides" in each of the five mage guilds, and these can provide instant teleportation to any of the other guilds for a fee. |
Revision as of 19:02, 9 April 2011
Tools in game worlds that due to their size or construction are immovable by players.
Some tools that players need to use are for diegetic or gameplay purposes not possible for them to carry around in game worlds. These large, heavy, or bolted down tools are Installations. They typically provide actions not possible elsewhere or more efficient version of those on can perform anyway.
Contents
Examples
Both the Low-Tech[1] and High-Tech[2] sourcebooks for the Tabletop Roleplaying Game GURPS have heavy weapons, e.g. ballistas and howitzers, that for most practical purposes are Installations for the players' characters.
Memoir '44 have sandbags that protect units in a hex until they leave it or are destroyed.
While Half-Life 2 has the "Mounted Pulse Gun", the Battlefield series have many real world heavy weapons as Installations, including the M1919 Browning, the 40mm Bofors, and the Phalanx CIWS[3].
Morrowind has "guild guides" in each of the five mage guilds, and these can provide instant teleportation to any of the other guilds for a fee.
Using the pattern
Installations are Tools, often Weapons, or Armor that due their size have locations in Levels of Game Worlds. This makes the design of them mainly relate to the choices associated with Tools (or Weapons) and there spatial placement. Although most Installations are fixed in one position, Vehicles can be considered Installations, especially if they can be immobilized but continue to function as Tools or Weapons. When Installations are part of the Game Worlds rather than objects in them, they are examples of Environmental Effects that modify players' actions positively through Buffs. Given their size and typical scarcity, they often provide Privileged Abilities although this may be balanced by having required Cooldown periods. Self-Service Kiosks are Installations that provide Trading or more interaction that just activation to use.
While Weapons are probably the most common type of Installations, Warp Zones can be Installations since they are Tools for Movement.
One option for Installations is if they should be Destructible Objects with an initial Health value. If this is the case (as if for example is in the Battlefield series), the additional option if they should reappear or not due to Spawning is made possible.
Diegetic Aspects
Installations are quite likely to be Diegetically Outstanding Features simply due to their size, but this may be ensured through linking Geospatial Game Widgets to them.
Interface Aspects
Starting to use Installations can merit a change in interface since both the actions possible and viewpoint to the Game World may be quite different. Since Installations typically make places into Strategic Locations, they are often shown on Mini-maps.
Consequences
Installations are Controllers and Tools, possibly Weapons and Armor, that modulate Avatars in that they can provide them with Privileged Abilities. They modulate the Levels or Game Worlds which contain them since they have their own presence there, and they typically make their location into Strategic Locations. They are quite likely to be Diegetically Outstanding Features and Landmarks, especially if tied to Geospatial Game Widgets. They are also quite likely Obstacles.
Relations
Can Instantiate
Armor, Controllers, Diegetically Outstanding Features, Landmarks, Obstacles, Privileged Abilities, Strategic Locations, Tools, Weapons
Can Modulate
Can Be Instantiated By
Environmental Effects, Self-Service Kiosks, Vehicles, Warp Zones
Buffs together with Enviromental Effects
Can Be Modulated By
Cooldown, Diegetically Outstanding Features, Destructible Objects, Geospatial Game Widgets, Health, Mini-maps, Spawning
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
- ↑ Official page for the Low-Tech sourcebook for GURPS.
- ↑ Official page for the High-Tech sourcebook for GURPS.
- ↑ entry for emplaced weapons on the Battlefield Wiki at wikia.com.
Acknowledgements
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