Difference between revisions of "Destructible Objects"

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Through wear and tear, equipment in [[Minecraft]] and the [[Fallout series]] slowly deteriorate to the point were they are functionally destroyed.
 
Through wear and tear, equipment in [[Minecraft]] and the [[Fallout series]] slowly deteriorate to the point were they are functionally destroyed.
  
It is a genre feature to include explosive barrels in [[:Category:FPS Games|First-Person Shooters]] like the [[Battlefield series|Battlefield]], [[Bioshock series|Bioshock]], [[Doom series|Doom]], and [[Halo series|Halo]] series, as well as [[Borderlands]]. [[Torchlight]] and the [[Diablo series]] also have exploding barrels. See the Giant Bomb site for an article<ref name="gb"/> with a list of 180+ games with exploding barrels.
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It is a genre feature to include explosive barrels in [[:Category:FPS Games|First-Person Shooters]] like the [[Battlefield series|Battlefield]], [[Bioshock series|Bioshock]], [[Doom series|Doom]], and [[Halo series|Halo]] series, as well as [[Borderlands]] and [[Crysis]]. [[Torchlight]] and the [[Diablo series]] also have exploding barrels. See the Giant Bomb site for an article<ref name="gb"/> with a list of 180+ games with exploding barrels.
  
The vehicles and installations that players can make use of in the [[Battlefield series]] can be targeted and destroyed by other players, only to later respawn to ensure that there is a constant availability of both vehicles and installations in the game. The [[Red Faction series]] also contain destructible vehicles but have all buildings (and in earlier version all terrain) destructible as well; [[NetHack]] and [[Minecraft]] allow destruction of their game worlds in an even more fundamental level. The buildings in [[Greed Corp]] cannot be destroyed by using "harvesters" erode the tiles that gameplay occurs on, making the game world smaller as gameplay progresses.  
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The vehicles and installations that players can make use of in the [[Battlefield series]] can be targeted and destroyed by other players, only to later respawn to ensure that there is a constant availability of both vehicles and installations in the game. [[Crysis]] also contain destructible vehicles and allows for the destruction of forests and some types of buildings, while the [[Red Faction series]] goes further in this by having all buildings (and in earlier version all terrain) destructible as well; [[NetHack]] and [[Minecraft]] allow destruction of their game worlds in an even more fundamental level. The buildings in [[Greed Corp]] cannot be destroyed by using "harvesters" erode the tiles that gameplay occurs on, making the game world smaller as gameplay progresses.  
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Game Worlds]]
 
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
[[Destructible Objects]] change [[Game Items]],
 +
[[Game Worlds]],
  
 
== Relations ==
 
== Relations ==
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[[Armor]],  
 
[[Armor]],  
 
[[Game Items]],  
 
[[Game Items]],  
 +
[[Game Worlds]],
 
[[Weapons]]
 
[[Weapons]]
  

Revision as of 19:08, 14 April 2011

Game Items that can be destroyed.

Destroying things are a common activity in games, especially in computer games. This may because they pose a threat, that block access to a reward, or simply because they are there but in all cases there needs to exist Destructible Objects in the games for the activity to be possible. Not all destruction of object in games need to be due to intentional action, "natural" effects such as erosion, wear and tear, weathering, and explosive reactions can all cause destruction as well.

Note: this pattern doesn't discuss the "destruction" of game elements that are Agents, e.g. Avatars, Units, and Characters. See those specific patterns for details about this.

Examples

Through wear and tear, equipment in Minecraft and the Fallout series slowly deteriorate to the point were they are functionally destroyed.

It is a genre feature to include explosive barrels in First-Person Shooters like the Battlefield, Bioshock, Doom, and Halo series, as well as Borderlands and Crysis. Torchlight and the Diablo series also have exploding barrels. See the Giant Bomb site for an article[1] with a list of 180+ games with exploding barrels.

The vehicles and installations that players can make use of in the Battlefield series can be targeted and destroyed by other players, only to later respawn to ensure that there is a constant availability of both vehicles and installations in the game. Crysis also contain destructible vehicles and allows for the destruction of forests and some types of buildings, while the Red Faction series goes further in this by having all buildings (and in earlier version all terrain) destructible as well; NetHack and Minecraft allow destruction of their game worlds in an even more fundamental level. The buildings in Greed Corp cannot be destroyed by using "harvesters" erode the tiles that gameplay occurs on, making the game world smaller as gameplay progresses.

Using the pattern

Destructible Objects are Game Items which can by some means be destroyed. Any type of Game Items may be the source, although Weapons and Armor are common (through Deterioration as for example in Minecraft or the Fallout series) and Vehicles and Installations in games which to occur in (e.g. the Battlefield series).

Game Element Removal

Traps

Deterioration Combat

Shrinking Game World Tiles


but conceivably Penalties can also be the cause.

Obstacles

Elimination

Eliminate

Loot

The pattern of Parallel Lives is created by connecting one player's Lives to a set of Destructible Objects that all are at risk simultaneously.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Destructible Objects change Game Items, Game Worlds,

Relations

Can Instantiate

with Lives

Parallel Lives

Can Modulate

Armor, Game Items, Game Worlds, Weapons

Can Be Instantiated By

Deterioration

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Giant Bomb article on exploding barrels.

Acknowledgements

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