Sidegrades

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Modification to game items to provide more specialized uses.

Some games allow players to upgrade their equipment in various ways. While this most often improved players chances to perform actions or the effect of those actions, Sidegrades instead provide more specific

This pattern is a still a stub.

Examples

Team Fortress 2

Huntsman Kritzkrieg Flare gun shotgun and sandwich

Using the pattern

Sidegrades are typically created in ways similar to Upgrades, but with Decreased Abilities added so that the Improved Abilities inherent in Upgrades are balanced by the Decreased Abilities. One example of a potential Sidegrade is scopes, which may provide more accuracy when shooting at long ranges but make it more difficult to use weapons in close-quarters battles. Given the difficulty of finding a right balance, Sidegrades are often volatile design solutions that can turn into Upgrades or "downgrades" if players realize that optimal strategies exist.

Consequences

Sidegrades are variants to Upgrades that do not automatically created Improved Abilities. This is since they at the same time give other Decreased Abilities but can allow players with Game Mastery to exploit opportunities to position themselves in useful Competence Areas. Regardless of players' levels of Game Mastery, Sidegrades can allow them to have Varied Gameplay if they wish.

Can Modulate

Crafting

Relations

Can Instantiate

Competence Areas, Varied Gameplay

with Decreased Abilities

Upgrades

Can Modulate

Crafting, Game Mastery

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

Brice Clocher, Jonas Jacobsson