Deterioration
The degradation of game items due to active use.
This pattern is a still a stub.
Contents
Examples
Items used in Fallout 3 and Fallout: New Vegas become less and less efficient and need to be repaired to continue functioning. Besides items used actively by characters this includes armor and apparel. Similarly, using any tool in Minecraft wears it down and so does absorbing damage for armor. Mutant, a Tabletop Roleplaying Game also has rules to simulate how high-tech artifacts can be unreliable in its post-apocalyptic setting.
Damage to vehicles in the Grand Theft Auto series and the Battlefield series is not Deterioration per se as it always occur as the effect of attacks or collisions but given that this is such a common occurrence in these games it can from the drivers perspective be the same.
The Gran Turismo racing game series has tires wearing down at different speeds depending on how players drive. This wear and tear may also force players to enter pit stops to change tires during races.
Using the pattern
Designing Deterioration into a game mainly concerns what Game Items can be affected, what causes the Deterioration, and how the Deterioration is manifests in the game. Although the cause is most often active use by the players' or Agents using the Game Items, active use many not necessarily come from these, e.g. Armor can suffer Deterioration due to absorbing attacks. The tire wear found in Racing Games shows that Deterioration can also be seen as decreases in Attributes rather than just decreases in the quality of Game Items.
While any type of Equipment can suffer from Deterioration, common targets for it includes Armor, Tools, and Weapons. In the case of Armor the primary reason for Deterioration is Damage but Damage can also be motivate Deterioration of Vehicles due to collisions. In fact, Damage can be used to model Deterioration by simply giving any piece of Equipment some damage each time it is used.
The two main options in how Deterioration has gameplay effect is if it should have gradual or immediate effects. The former is mainly done through linking Deterioration to Decreased Abilities (this is for example done in Fallout 3 by lessening the Damage which Weapons deal as they degrade) or by Ability Losses (the loss of Tools in Minecraft is an example of this).
Many games that include Deterioration also include options to counter it. This may be through players' own Crafting ( e.g. merging Game Items together in Fallout 3), consulting the services of Non-Player Characters (also found in Fallout 3), or consulting specific Self-Service Kiosks (e.g. pit stops in the Gran Turismo series). Being able to create new Game Items to replace the old ones is another solution (found in Minecraft).
Interface Aspects
When possible, countering Deterioration is often done in Inventories (possible through Crafting) or through services provides by Non-Player Characters.
Consequences
Deterioration is a way of modulating various types of Equipment (or in some cases Attributes)
Can Instantiate
Ability Losses, Balancing Effects, Decreased Abilities, Destructible Objects, Maintenance, Temporary Abilities, Tradeoffs
Relations
Can Instantiate
Ability Losses, Balancing Effects, Decreased Abilities, Destructible Objects, Maintenance, Temporary Abilities, Tradeoffs
Can Modulate
Armor, Attributes, Equipment, Tools, Weapons
Can Be Instantiated By
Can Be Modulated By
Crafting, Inventories, Self-Service Kiosks
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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