Difference between revisions of "Abilities"

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(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
=== Can Modulate ===
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[[Abilities]] can modify [[Avatars]], [[Characters]], [[Companions]], and [[Units]] by giving players means of affecting the game state through using these game elements.
[[Avatars]],  
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[[Characters]],  
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[[Companions]],  
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Many games have rules regarding changing which [[Abilities]] players have access to, typically ass part of [[Penalties]] or [[Rewards]], or related to [[Character Development|Character]] or [[Abstract Player Construct Development]].
[[Units]]
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 +
[[Powers]] is a specific form of [[Abilities]]. [[Ammunition]] can be this also when different types of [[Ammunition]] provide different types of [[Abilities]].
  
=== Can Be Instantiated By ===
 
[[Ammunition]],
 
[[Powers]]
 
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Temporary Abilities]],  
 
[[Temporary Abilities]],  
 
[[Unlocking]]
 
[[Unlocking]]
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narrative Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
=== Can Modulate ===
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Since [[Abilities]] give players possibilities to try and affect the game state of a game, the pattern typically gives players a [[Freedom of Choice]] of what to do and may cause them to have an [[Exaggerated Perception of Influence]]. Providing many [[Abilities]] can create [[Complex Gameplay]].
[[Avatars]],  
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[[Characters]],
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[[Companions]],
+
[[Units]]
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== Relations ==
 
== Relations ==

Revision as of 08:54, 15 September 2014

Actions through which characters or units can affect game worlds.

This pattern is a still a stub.

Examples

Using the pattern

Abilities can modify Avatars, Characters, Companions, and Units by giving players means of affecting the game state through using these game elements.


Many games have rules regarding changing which Abilities players have access to, typically ass part of Penalties or Rewards, or related to Character or Abstract Player Construct Development.

Powers is a specific form of Abilities. Ammunition can be this also when different types of Ammunition provide different types of Abilities.


Can Be Modulated By

Ability Losses, Area Control, Competence Areas, Cooldown, Decreased Abilities, Deterioration, Feigned Die Rolls, Gain Competence, Improved Abilities, Location-Fixed Abilities, New Abilities, Orthogonal Differentiation, Power-Ups, Privileged Abilities, Skills, Temporary Abilities, Unlocking

Consequences

Since Abilities give players possibilities to try and affect the game state of a game, the pattern typically gives players a Freedom of Choice of what to do and may cause them to have an Exaggerated Perception of Influence. Providing many Abilities can create Complex Gameplay.

Relations

Can Instantiate

Complex Gameplay, Exaggerated Perception of Influence, Freedom of Choice

Can Modulate

Avatars, Characters, Companions, Units

Can Be Instantiated By

Ammunition, Powers

Can Be Modulated By

Ability Losses, Area Control, Competence Areas, Cooldown, Decreased Abilities, Deterioration, Feigned Die Rolls, Gain Competence, Improved Abilities, Location-Fixed Abilities, New Abilities, Orthogonal Differentiation, Power-Ups, Privileged Abilities, Skills, Temporary Abilities, Unlocking

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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