Difference between revisions of "Destructible Objects"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Game Element Patterns]] | [[Category:Game Element Patterns]] | ||
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
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[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
''Game Items that can be destroyed.'' | ''Game Items that can be destroyed.'' | ||
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=== Examples === | === Examples === | ||
− | + | Through wear and tear, equipment in [[Minecraft]] and the [[Fallout series]] slowly deteriorate to the point were they are functionally destroyed. | |
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− | [[ | + | It is a genre feature to include explosive barrels in [[:Category:FPS Games|First-Person Shooters]] like the [[Battlefield series|Battlefield]], [[Bioshock series|Bioshock]], [[Doom series|Doom]], and [[Halo series|Halo]] series, as well as [[Borderlands]]. [[Torchlight]] and the [[Diablo series]] also have exploding barrels. See the Giant Bomb site for an article<ref name="gb"/> with a list of 180+ games with exploding barrels. |
− | [[Installations]] | + | |
+ | The vehicles and installations that players can make use of in the [[Battlefield series]] can be targeted and destroyed by other players, only to later respawn to ensure that there is a constant availability of both vehicles and installations in the game. The [[Red Faction series]] also contain destructible vehicles but have all buildings (and in earlier version all terrain) destructible as well; [[NetHack]] and [[Minecraft]] allow destruction of their game worlds in an even more fundamental level. | ||
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+ | == Using the pattern == | ||
+ | [[Destructible Objects]] are [[Game Items]] which can by some means be destroyed. Any type of [[Game Items]] may be the source, although [[Weapons]] and [[Armor]] are common (through [[Deterioration]] as for example in [[Minecraft]] or the [[Fallout series]]) and [[Vehicles]] and [[Installations]] in games which to occur in (e.g. the [[Battlefield series]]). | ||
[[Game Element Removal]] | [[Game Element Removal]] | ||
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but conceivably [[Penalties]] can also be the cause. | but conceivably [[Penalties]] can also be the cause. | ||
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+ | [[Obstacles]] | ||
[[Elimination]] | [[Elimination]] | ||
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== References == | == References == | ||
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+ | <ref name="gb">Giant Bomb [http://www.giantbomb.com/exploding-barrel/92-2737/ article] on exploding barrels.</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 18:54, 14 April 2011
Game Items that can be destroyed.
Contents
Examples
Through wear and tear, equipment in Minecraft and the Fallout series slowly deteriorate to the point were they are functionally destroyed.
It is a genre feature to include explosive barrels in First-Person Shooters like the Battlefield, Bioshock, Doom, and Halo series, as well as Borderlands. Torchlight and the Diablo series also have exploding barrels. See the Giant Bomb site for an article[1] with a list of 180+ games with exploding barrels.
The vehicles and installations that players can make use of in the Battlefield series can be targeted and destroyed by other players, only to later respawn to ensure that there is a constant availability of both vehicles and installations in the game. The Red Faction series also contain destructible vehicles but have all buildings (and in earlier version all terrain) destructible as well; NetHack and Minecraft allow destruction of their game worlds in an even more fundamental level.
Using the pattern
Destructible Objects are Game Items which can by some means be destroyed. Any type of Game Items may be the source, although Weapons and Armor are common (through Deterioration as for example in Minecraft or the Fallout series) and Vehicles and Installations in games which to occur in (e.g. the Battlefield series).
but conceivably Penalties can also be the cause.
The pattern of Parallel Lives is created by connecting one player's Lives to a set of Destructible Objects that all are at risk simultaneously.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with Lives
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
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