Difference between revisions of "Controllers"

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== Using the pattern ==
 
== Using the pattern ==
[[Controllers]] share the prime design choice with [[Tools]] in that game designers need to decide with [[New Abilities|New]] or [[Improved Abilities]] they should provide to players.
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[[Controllers]] share the prime design choice with [[Tools]] in that game designers need to decide with [[New Abilities|New]] or [[Improved Abilities]] they should provide to players. After choosing this, game designers have to decide which [[Units]] or [[Avatars]] can use them, if any specific [[Skills]] or [[Tools]] are needed to use them, and if any [[Resources]] are consumed by using them.
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However, Controllers differ in some respects from Tools. First, they are public in the sense that they are stationary, and game designers may for this reason to a greater degree make use of the design possibility of only letting some  need to make it only possible f
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[[Units]] or [[Avatars]]
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whoever is near it can activate it (unless specific skills or resources are needed). This means that any Gain Ownership goals related to the Controllers are linked to controlling the game area. Second, they may need Tools to be activated besides any requirements on skills and Resources.
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 +
 
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The activation of Controllers can often be the completion of a goal or a Level. Further, the actions can be both Extended Actions (requiring the constant activation of a player) and Ultra-Powerful Events (for example when activating Moveable Tiles).
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. After choosing this, game designers have to decide which [[Units]] or [[Avatars]] can use them, if any specific [[Skills]] that are needed, and if any [[Resources]] are consumed by using them. However, Controllers differ in some respects from Tools. First, they are public in the sense that they are stationary, and whoever is near it can activate it (unless specific skills or resources are needed). This means that any Gain Ownership goals related to the Controllers are linked to controlling the game area. Second, they may need Tools to be activated besides any requirements on skills and Resources. Third, as they often are presented as part of a large machine or system, they often can affect something outside the usual reach of Units' or Avatars' actions without breaking the Consistent Reality Logic of the game. The activation of Controllers can often be the completion of a goal or a Level. Further, the actions can be both Extended Actions (requiring the constant activation of a player) and Ultra-Powerful Events (for example when activating Moveable Tiles).
 
  
 
[[Switches]] and [[Installations]] are two specific types of [[Controllers]]. Effects that are often binary may often only need [[Switches]] rather than more complex [[Controllers]]. Examples of such effects include modifying [[Inaccessible Areas]], finishing [[Levels]], or initiating [[Quick Travel]]. This may also include [[Environmental Effects]] but this depends of if their geographical spread are fixed or not.
 
[[Switches]] and [[Installations]] are two specific types of [[Controllers]]. Effects that are often binary may often only need [[Switches]] rather than more complex [[Controllers]]. Examples of such effects include modifying [[Inaccessible Areas]], finishing [[Levels]], or initiating [[Quick Travel]]. This may also include [[Environmental Effects]] but this depends of if their geographical spread are fixed or not.
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Extended Actions]],  
 
[[Extended Actions]],  
[[Tools]]
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=== Diegetic Aspects ===
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As [[Controllers]] are often presented as large machines or systems, or the control panels for these, they can affect parts of a [[Game Worlds|Game World]] or [[Levels|Level]] out of the usual reach of [[Units]] or [[Avatars]] without breaking [[Thematic Consistency]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
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[[Predetermined Story Structures]],  
 
[[Predetermined Story Structures]],  
 
[[Strategic Locations]],  
 
[[Strategic Locations]],  
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[[Thematic Consistency]],
 
[[Ultra-Powerful Events]]
 
[[Ultra-Powerful Events]]
  

Revision as of 16:57, 10 May 2011

Game elements fixed in particular locations in Game Worlds that allow actions or events not possible elsewhere.

While players typically have access to a certain set of actions besides moving while exploring game worlds, the items that can be found within the worlds can provide additional actions. Controllers are items that do this but cannot be moved, thereby forcing players to be at specific positions in order to be able to use these actions.

Examples

First-person shooters, such as the Doom or Quake series, often have doors that have to be opened through activating Controllers. Abstract Controllers can be found in Return to Castle Wolfenstein: Enemy Territory as players can construct bridges, command centers, and towers in certain places.

Mounted weapons found in Return to Castle Wolfenstein: Enemy Territory, the Left 4 Dead series, and the Battlefield series are all examples of Controllers that provide players with increased firepower at specific locations. The cannons in Super Mario 64 are also Controllers, but in this case have the more peaceful ability to allow Mario reach areas otherwise inaccessible by shooting himself from them.

Using the pattern

Controllers share the prime design choice with Tools in that game designers need to decide with New or Improved Abilities they should provide to players. After choosing this, game designers have to decide which Units or Avatars can use them, if any specific Skills or Tools are needed to use them, and if any Resources are consumed by using them.

However, Controllers differ in some respects from Tools. First, they are public in the sense that they are stationary, and game designers may for this reason to a greater degree make use of the design possibility of only letting some need to make it only possible f Units or Avatars

whoever is near it can activate it (unless specific skills or resources are needed). This means that any Gain Ownership goals related to the Controllers are linked to controlling the game area. Second, they may need Tools to be activated besides any requirements on skills and Resources.


The activation of Controllers can often be the completion of a goal or a Level. Further, the actions can be both Extended Actions (requiring the constant activation of a player) and Ultra-Powerful Events (for example when activating Moveable Tiles).



Switches and Installations are two specific types of Controllers. Effects that are often binary may often only need Switches rather than more complex Controllers. Examples of such effects include modifying Inaccessible Areas, finishing Levels, or initiating Quick Travel. This may also include Environmental Effects but this depends of if their geographical spread are fixed or not.

Installations

However, Controllers do not have to be tangible game elements. They can instead be areas where the Construction or destruction of game elements are possible. One examples of this are the boxes of construction material in Return to Castle Wolfenstein: Enemy Territory which can be assembled to specific game elements, such as bridges or bases.

Can Be Modulated By

Extended Actions,

Diegetic Aspects

As Controllers are often presented as large machines or systems, or the control panels for these, they can affect parts of a Game World or Level out of the usual reach of Units or Avatars without breaking Thematic Consistency.

Interface Aspects

Some Controllers, especially Installations, may switch players' interfaces to better help support the activities and actions they provide. This may be changing HUD Interfaces or switching from First-Person Views to Third-Person Views or vice versa. Examples of both of these possibilities exist in the Battlefield series. Half-Life 2 does the same, and has a magnetic crane which provides a different view point for players since the scale it works on is different from the normal one in the game.

Narrative Aspects

Compared to Tools, Controllers (and especially Switches) let game designers structure where and when players can perform actions which functionally for them are New Abilities. This can be used to progress Predetermined Story Structures and when Controllers are used in this way their effects are typically both Irreversible Events and Ultra-Powerful Events.

Consequences

Controllers are natural Strategic Locations in Game Worlds and Levels since having access to them, which may require Area Control, gives players or Teams access to New Abilities. In Multiplayer Games this can become Privileged Abilities and spawn goals of Area Control. Controllers that are Resource Generators provide a way to have Renewable Resources in games and create Resource Locations.

As mentioned above, Controllers can depending on their design modulate Alarms, Environmental Effects, Inaccessible Areas, Levels, or Quick Travel.

Relations

Can Instantiate

Construction, Improved Abilities, Irreversible Events, New Abilities, Predetermined Story Structures, Strategic Locations, Thematic Consistency, Ultra-Powerful Events

with Multiplayer Games

Area Control, Privileged Abilities

with Resource Generators

Renewable Resources, Resource Locations

Can Modulate

Area Control, Alarms, Environmental Effects, Game Worlds, Inaccessible Areas, Levels Quick Travel

Can Be Instantiated By

Installations, Switches

Can Be Modulated By

Extended Actions, Resource Generators, Resources, Skills, Tools

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Controllers that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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