New Abilities
The event of gaining new abilities during gameplay that allows for new actions to be performed.
Many games provide players with additional actions that they can perform after they have started playing. These New Abilities give players more freedom in the game and allow them to be more empowered as gameplay continues.
This pattern is a still a stub.
Contents
Examples
Example: Roleplaying games that use character levels often, especially to wizard or cleric character classes, award players with new spell-casting abilities. Other examples of new abilities include new forms of attack for fighters and new stealth possibilities for thieves.
Example: Return to Castle Wolfenstein: Enemy Territory allows players to gain experience in several different skills during game play. When players "level up" in a skill, they gain new abilities connected to that skill, e. g., being able to call air strikes based on observation with binoculars, fully reviving team mates with health injections, or having more ammunition in supply packs.
Example: Becoming a zombie in Zombiepox does not automatically mean game over, since players can cure their Avatars by finding brains. However, the players' Avatars have the ability to spread the zombie disease just like other zombies, which does not aid in player success.
Using the pattern
Besides what Abilities should be given, the primary design choices for New Abilities lies in if the Abilities are linked to specific Focus Loci or to the players in general, if players can affect what Abilities is gained, and if the Abilities gained are Temporary Abilities due to having Time Limits.
New Abilities given to specific Focus Loci such as Avatars and Characters can be ties to the introduction of specific game elements such as Equipment, Tools, Weapons and even new Companions. This can be used to make the New Abilities a form of Limited Resources and allow Transfer of Control of the New Abilities through for example Trading or Stealing. Other ways of introducing New Abilities depend more on tying them directly to the game Game Worlds, for example through introducing Controllers or by creating Environmental Effects that are defined by the New Abilities they provide. This localizes the New Abilities to specific points in the Game Worlds and makes players have to move the Avatars or Characters there to get the Abilities. The placement of Chargers and Power-Ups in Game Worlds provide similar options but here getting to particular places (at the right time) becomes important and one then get the New Abilities with a Time Limit.
These approaches can be used for Units as well. When done so, they increase the value of individual Units and can create Orthogonal Unit Differentiation, but unless the New Abilities are also Temporary Abilities due to Time Limits, this may make them more into Avatars or Characters than Units.
Character Levels Technology Trees
Linking New Abilities to Avatars or Characters is not much different that linking them to players, unless the ability can be lost with the loss of Lives.
When players can influence what New Abilities they gain, this gives Freedom of Choice to the players and makes Planned Character Development possible. In games with Team Play, this also allows Team Development and player-directed Orthogonal Unit Differentiation.
Like Privileged Abilities, New Abilities can affect Player Balance negatively. This may be countered by the Balancing Effects of linking the New Abilities to Ability Losses of another type, forcing players to perform Risk/Reward and Tradeoff choices. Another way to provide Balancing Effects is to have the actions provided by the New Abilities extend a set action that need to be paid for by Budgeted Action Points - so using the New Abilities means not using old ones. Putting Time Limits on how long players have the New Abilities - as is often done with Power-Ups - is a third way of balancing New Abilities.
. Further, the New Ability may be the cause of a Reward or the result of an Investment.
Can Be Instantiated By
Evolving Rule Sets, Privileged Movement, Quick Returns, Varying Rule Sets,
Capture together with Transfer of Control
Can Be Modulated By
Factions, Privileged Abilities,
Having diseases and the ability to spread them is an example of how a New Ability can be a Penalty. Role Reversal events often give players New Abilities while at the same time imposing Ability Losses of existing ones.
The difference between New Abilities and Improved Abilities can be defined in several different ways: if the new action is activated in the same way as the old, if the consequences of the action affect different parts of the game state, or if the explanation given by the Alternative Reality differentiates them. New Abilities, unless present in other game elements or part of Predefined Goals, fits less well with a Consistent Reality Logic than Improved Abilities.
Can Instantiate
Ammunition, Character Defining Actions,
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
New Abilities - quite obviously - give players new Abilities in games. They do this through changing what action the players' Focus Loci, e.g. Avatars, Characters, and Units, can do. The ability to have more influence over the game state makes goals of acquiring New Abilities into implicit if not explicit Supporting Goals of Gain Ability, Gain Ownership of Tools, or acquiring new Competence Areas - Power-Ups are examples of game elements that make these goals explicit especially since the New Abilities also typically are Privileged Abilities. As they give players increased Freedom of Choice and the New Abilities may be Privileged Abilities, receiving them is almost always considered a Reward and can give players the feeling of Empowerment. This may give players an Exaggerated Perception of Influence even if no actual influence exist, as in the cases where Red Queen Dilemmas exist due to the New Abilities are matched by New Abilities of Enemies.
Giving New Abilities as the gameplay unfolds can help players have Smooth Learning Curves and provides a means to support Varied Gameplay over a game session. New Abilities given to Characters are a form of Character Development (and if the Abilities are chosen these choices can be seen as Character Defining Actions) and likewise a form of Abstract Player Construct Development when given to Abstract Player Constructs. In games with Teams, New Abilities also creates Team Development and possibly Functional Roles through Competence Areas. This Abstract Player Construct or Character Development can in turn provide the development of Paper-Rock-Scissors and Red Queen Dilemmas structures but also problems with Player Balance (and Team Balance in games with Teams).
New Abilities can provide Balancing Effects when who they are given to and what actions are given is based upon players' current gameplay ranking.
Relations
Can Instantiate
Abstract Player Construct Development, Ammunition, Balancing Effects, Character Defining Actions, Character Development, Competence Areas, Empowerment, Environmental Effects, Exaggerated Perception of Influence, Gain Ability, Privileged Abilities, Red Queen Dilemmas, Rewards, Supporting Goals, Varied Gameplay
with Ability Losses
with Comptence Areas and Teams
with Power-Ups
Gain Ability, Privileged Abilities
with Teams
with Time Limits
with Tools
with Units
Avatars, Characters, Orthogonal Unit Differentiation
Can Modulate
Abilities, Abstract Player Constructs, Avatars, Character Levels, Characters, Focus Loci, Freedom of Choice, Power-Ups, Technology Trees, Units
with Abstract Player Construct Development or Character Development
Can Be Instantiated By
Companions, Controllers, Equipment, Evolving Rule Sets, Gain Ability, Privileged Movement, Quick Returns, Tools, Varying Rule Sets, Weapons
Capture together with Transfer of Control
Can Be Modulated By
Budgeted Action Points, Balancing Effects, Factions, Privileged Abilities, Time Limits, Transfer of Control
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern New Abilities that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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