Player/Character Skill Composites
Outcomes of player actions that depends both on both player and character characteristics.
This pattern is a still a stub.
Can also depend on equipment.
Contents
Examples
GURPS Dungeons & Dragons
Borderlands
Using the pattern
Dexterity-Based Actions Memorizing Timing
Characters Skills Tools Equipment Weapons]
Combos can be one way of achieving Player/Character Skill Composites since actions, and even the performance of them, can be attributes of Characters but players decide when they are done.
Combat is an activity that quite often depends on Player/Character Skill Composites.
Games with Player/Character Skill Composites have to balance Character Development with Game Mastery. Those where Game Mastery over time influences outcomes more lessen the Value of Effort for the Character Development but this may be compensated by the Value of Effort having the mastery represents. It may however also make Player Balance difficult to achieve without other Balancing Effects. Dominating influence from Character Development can directly work against Game Mastery occuring (see Linderoth 2010[1] for a discussion related to this).
Smooth Learning Curves Automated Responses
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Aim & Shoot, Combat, Damage, Tools
Can Be Instantiated By
Can Be Modulated By
-
Potentially Conflicting With
Game Mastery when Character Development is present
Player Balance when Game Mastery is present
History
New pattern created in this wiki.
References
- ↑ Why gamers donʼt learn more - An ecological approach to games as learning environments. In proceedings of Nordic DiGRA 2010.