Invulnerabilities
The ability to be immune to attacks or other dangers.
This pattern is a still a stub.
Contents
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).
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
Temporary Abilities
with Vulnerabilities
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
Temporary Abilities
with Vulnerabilities
Can Modulate
Avatars, Boss Monsters, Characters, Combat, Damage Enemies, Movement, Spawning Units
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
Achilles' Heels, Damage, Leaps of Faith, Risk/Reward, Tension, Vulnerabilities
History
New pattern created in this wiki.
References
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