Invulnerabilities

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The ability to be immune to attacks or other dangers.

This pattern is a still a stub.

Examples

The ability übercharge of medics in Team Fortress 2 can be used to make team mates invulnerable for short periods of times during matches.

Using the pattern

A primary distinction when designing Invulnerabilities is if they should be complete or partial (note that this is a difference between Invulnerabilities and Vulnerabilities since the latter is always assumed to relate to specific, i.e. partial, aspects of dangers).

Avatars, Characters, Units

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Invulnerabilities make Avatars, Characters, or Units immune to some or all types of damage in games.


Can Instantiate

Privileged Abilities, Repeated Domination Experimenting Puzzle Solving Tactical Planning

Environmental Effects

Safe Havens

Temporary Abilities

Balancing Effects

with Vulnerabilities

Achilles' Heels

Can Modulate

Avatars, Boss Monsters, Characters, Combat, Damage Movement, Spawning Units

Potentially Conflicting With

Achilles' Heels, Damage, Leaps of Faith, Risk/Reward, Tension, Vulnerabilities

Relations

Can Instantiate

Experimenting, Privileged Abilities, Puzzle Solving, Repeated Domination, Tactical Planning

Environmental Effects

Safe Havens

Temporary Abilities

Balancing Effects

with Vulnerabilities

Achilles' Heels

Can Modulate

Avatars, Boss Monsters, Characters, Combat, Damage Enemies, Movement, Spawning Units

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Achilles' Heels, Damage, Leaps of Faith, Risk/Reward, Tension, Vulnerabilities

History

New pattern created in this wiki.

References

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Acknowledgements