Invulnerabilities

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The ability to be immune to attacks or other dangers.

This pattern is a still a stub.

Examples

In Ghost Stories, the green player never has to roll the curse dice.

The übercharge ability 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).

Avatars, Characters, Units

Partial Invulnerabilities can co-exist with Vulnerabilities if they deal with different types of dangers, but complete Invulnerabilities do not work with Vulnerabilities except when one specific Vulnerability provides an Achilles' Heel to otherwise invulnerable opponents.

Time Limits

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Invulnerabilities make Avatars, Characters, or Units immune to some or all types of Damage in games. While this modulates Damage when it only provides safety from some types of Damage it works against the pattern when entities are completely protected and this can in turn lead to conflicts with patterns such as Leaps of Faith, Risk/Reward, and Tension.


Can Instantiate

Privileged Abilities, Repeated Domination Experimenting Puzzle Solving Tactical Planning

Environmental Effects

Safe Havens

Temporary Abilities

Balancing Effects

Can Modulate

Avatars, Boss Monsters, Characters, Combat, Movement, Spawning Units


Relations

Can Instantiate

Experimenting, Privileged Abilities, Puzzle Solving, Repeated Domination, Tactical Planning

Environmental Effects

Safe Havens

Temporary Abilities

Balancing Effects

with Vulnerabilities

Achilles' Heels

Can Modulate

Avatars, Boss Monsters, Characters, Combat, Damage Enemies, Movement, Spawning Units

Can Be Instantiated By

-

Can Be Modulated By

Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Damage, Leaps of Faith, Risk/Reward, Tension, Vulnerabilities

History

New pattern created in this wiki.

References

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Acknowledgements