Vulnerabilities
Weaknesses that can be exploited by others.
In games where one can suffer damage or other adverse effects, entities may be more vulnerable to some attacks than others. Having such Vulnerabilities mean that player have to adjust their gameplay to minimize the likelihood of these being exploited, but when others have them it can instead provide opportunities. If enemies are suspected of having Vulnerabilities this can lead to gameplay aimed at confirming the presence or absence of these.
Contents
Examples
In the fourth edition of Dungeons & Dragons, monsters that are vulnerable to a specific form of attack simply take a predetermined extra amount of damage each time such an attack hits them. GURPS has the disadvantage Vulnerability that multiplies damages from certain types of attack depending on how vulnerable one is.
The design of weapons and monsters in Quake have been described as having chains of vulnerabilities where one monster is vulnerable to one type of weapon, but that weapon makes the player vulnerable to another type of monster[1].
The vampires in the Elder Scrolls series take damages if they are outdoors when the sun is up. The werewolves found in the Bloodmoon expansion of Morrowind take double damage from silver weapons.
Using the pattern
The design of a Vulnerability consist of deciding which have it, what causes it, and what the effect is.
Probably the most commonly used cause for Vulnerabilities is different types of Damage (e.g. fire, electricity, etc.). Vulnerabilities can be used to create Environmental Effects that only affect a small group of Characters - for example making vampires take damage when exposed to the sun does help define a gameplay difference between outdoor and indoor areas.
Although Vulnerabilities is incompatible with complete Invulnerabilities the patterns can be used together when applied to different types of attacks or effects. An exception where complete Invulnerabilities work with Vulnerabilities is when a single Vulnerability provides an Achilles' Heel to an otherwise invulnerable entity.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Gain Information, Rock-Paper-Scissors, Varied Gameplay
with Enemies
with Powers or Weapons
Strategic Knowledge, Strategic Planning, Tactical Planning
Can Modulate
Avatars Characters, Ammunition, Boss Monsters, Combat, Movement, Damage, Enemies, Weapons, Units
Potentially Conflicting With
Relations
Can Instantiate
Environmental Effects, Gain Information, Rock-Paper-Scissors, Varied Gameplay
with Enemies
with Invulnerabilities
with Powers or Weapons
Strategic Knowledge, Strategic Planning, Tactical Planning
Can Modulate
Ammunition, Avatars, Boss Monsters, Characters, Combat, Damage, Enemies, Movement, Weapons, Units
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Rollings, A & Morris, D. Game Architecture and Design. (The Coriolis Group, 2000.) ISBN 1-57610-425-7