Tools
Game elements used to provide or easy actions in game worlds.
Tools are game elements that enable players' avatars and units to perform actions better that usual, or perform actions otherwise unavailable to them. By being separate entities that can exist independently of avatars or units, Tools can be designed so that they can be picked up, dropped, destroyed, traded, and so on.
Contents
Examples
Roleplaying games Dungeons and Dragons and Hârnmaster make intense use of Tools, often in the form of weapons and armors to affect combat. GURPS includes detail rules for Tools that give bonuses to various skills if the player characters have them.
Weapons are common Tools in many computer games, including Left 4 Dead series, Torchlight, and World of Warcraft. While also doing this, Minecraft and the Team Fortress series, through dispensers and sentry guns respectively, allow players to create Tools that can act independently in combat, needing only to be resupplied. Minecraft and Ultima Online also have various Tools to support crafting and farming. Players of Just Cause 2 and The Legend of Zelda: The Wind Waker (and some mods and expansions for the Quake series) can find grappling hooks that allow players to move by swinging.
Using the pattern
The fundamental characteristics of Tools are the actions they support. They can support actions by giving Improved Abilities, either through Buffs or through increases in Skills, or by giving New Abilities that may also be Privileged Abilities. A common functional type of Tools are Weapons to affect Damage or how Aim & Shoot is done in Combat. Other Tools affect Crafting, Farming, and Privileged Movement (e.g. grappling hooks in Just Cause 2). Effects more specific that Tools can have is allowing Controllers to be activated and allowing Achilles' Heels to be exploited. Types of Tools defined by being noticeable game elements in their own right in Game Worlds include Installations, Self-Service Kiosks, and Vehicles. Environmental Effects are also noticeable, although not individual objects in Game Worlds that can be Tools when they provide Buffs since players may be able to choose if they wish to be affected by them or not.
Multiplayer Games
Factions
Extra-Game Consequences
Construction
Cooldown
Depending on how actions of the Tools have been set up, several other design choices need to be made: which Units or Avatars can use the Tool? Does the use of the Tool require specific skills or does it consume Resources? Is there a limit on how long a time or how many times a Tool can be used? Can Tools be combined? Is there a limit on the amount of Tools that can be carried? Are the Tools available to a player when creating a Character and giving it abilities? Can some Tools be acquired directly after Spawning?
One aspect of Tools is how they should be acquired. While some Tools can be gotten through Trading or as Rewards, Tools can also be Pick-Ups, i.e. existing as game elements in Game Worlds and Levels before being acquired, possible through appearing as Loot. It is also possible to combine Tools with other kinds of game elements such as Helpers.
Tools can be used as goal objects in Gain Ownership goals, especially if there is only one instance of the Tool available and it is in a predetermined place. If the players can construct the Tools themselves, which is common in games using Converters in Producer-Consumer chains, the knowledge of what Tools to construct can be Strategic Knowledge. However, the production of the Tool can require Resources or knowledge, and gaining these may be used as goals in themselves using Gain Ownership or Gain Information goal patterns.
Diegetic Aspects
Tools are a way of providing Improved or New Abilities without breaking Diegetic Consistency.
Consequences
Tools are Game Items that change how Avatars, Characters, or Units work in games by providing ways to temporarily or permanently provide Improved or New Abilities. Depending on how common the Tools are, they may or not give Privileged Abilities, and when affected by Deterioration they can be Limited Resources. As Tools can give New or Privileged Abilities, they allow the fulfillment of Gain Competence goals.
Since they can change the outcome of actions done by Avatars or Units, they provide a way of constructing Player/Character Skill Composites. The change can also lead to players having an Exaggerated Perception of Influence, and if players can choose between which Tools to use this provides a Freedom of Choice.
Relations
Can Instantiate
Buffs, Crafting, Exaggerated Perception of Influence, Farming, Freedom of Choice, Gain Competence, Gain Ownership, Game Items, Improved Abilities, Limited Resources, New Abilities, Player/Character Skill Composites, Privileged Abilities, Privileged Movement
Can Modulate
Achilles' Heels, Aim & Shoot, Avatars, Characters, Combat, Controllers, Damage, Game Worlds, Levels, Skills, Units
Can Be Instantiated By
Environmental Effects, Installations, Rewards, Self-Service Kiosks, Vehicles, Weapons
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An update of the pattern Tools 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
-