Difference between revisions of "Health"

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== Using the pattern ==
 
== Using the pattern ==
  
If [[Health]] can be healed or repaired, it becomes a [[Renewable Resources]].
 
  
 
Sometimes [[Health]] is split into several different [[Attributes]]. [[Quake]], for example, has both ''health'' and ''armor'' [[Attributes]] which have very similar properties.  
 
Sometimes [[Health]] is split into several different [[Attributes]]. [[Quake]], for example, has both ''health'' and ''armor'' [[Attributes]] which have very similar properties.  
  
 
The [[Damage]] and [[Health]] patterns often influence each other heavily, but [[Health]] modifies [[Damage]] since the latter one can exist without the former. While [[Damage]] causes reductions in [[Health]], there are many ways of modifying this. [[Armor]] can reduce the amount of [[Damage]] taken and acquiring them, or choosing which one to use, can become gameplay elements. [[Difficulty Levels]] and [[Handicap Systems]] can be applied before or during game instances to shift gameplay between [[Casual Gameplay|Casual]] and [[Challenging Gameplay|Challenging]] and to try and find [[Player Balance|Player]] and [[Team Balance]].  
 
The [[Damage]] and [[Health]] patterns often influence each other heavily, but [[Health]] modifies [[Damage]] since the latter one can exist without the former. While [[Damage]] causes reductions in [[Health]], there are many ways of modifying this. [[Armor]] can reduce the amount of [[Damage]] taken and acquiring them, or choosing which one to use, can become gameplay elements. [[Difficulty Levels]] and [[Handicap Systems]] can be applied before or during game instances to shift gameplay between [[Casual Gameplay|Casual]] and [[Challenging Gameplay|Challenging]] and to try and find [[Player Balance|Player]] and [[Team Balance]].  
 +
 +
If [[Health]] can be healed or repaired, it becomes a [[Renewable Resources]]. [[Chargers]] are [[Environmental Effects]] that can provide this effect, and together with healing [[Pick-Ups]] show how restoring [[Health]] can be linked to moving in [[Game Worlds]].
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Chargers]],
 
 
[[Environmental Effects]],  
 
[[Environmental Effects]],  
 
[[Game State Indicators]],  
 
[[Game State Indicators]],  
 
[[Geospatial Game Widgets]],  
 
[[Geospatial Game Widgets]],  
 
[[HUD Interfaces]],  
 
[[HUD Interfaces]],  
[[Pick-Ups]],
 
 
[[Tools]],  
 
[[Tools]],  
 
[[Traps]]
 
[[Traps]]

Revision as of 08:20, 19 July 2011

A measure of how much damage or other negative consequences avatars, characters, or units can take before they suffer serious penalties.

This pattern is a still a stub.

Examples

Using the pattern

Sometimes Health is split into several different Attributes. Quake, for example, has both health and armor Attributes which have very similar properties.

The Damage and Health patterns often influence each other heavily, but Health modifies Damage since the latter one can exist without the former. While Damage causes reductions in Health, there are many ways of modifying this. Armor can reduce the amount of Damage taken and acquiring them, or choosing which one to use, can become gameplay elements. Difficulty Levels and Handicap Systems can be applied before or during game instances to shift gameplay between Casual and Challenging and to try and find Player and Team Balance.

If Health can be healed or repaired, it becomes a Renewable Resources. Chargers are Environmental Effects that can provide this effect, and together with healing Pick-Ups show how restoring Health can be linked to moving in Game Worlds.

Can Be Modulated By

Environmental Effects, Game State Indicators, Geospatial Game Widgets, HUD Interfaces, Tools, Traps

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Attributes, Renewable Resources, Resources

Can Modulate

Characters, Combat, Damage, Destructible Objects, Lives, Units

Relations

Can Instantiate

Attributes, Renewable Resources, Resources

Can Modulate

Characters, Combat, Damage, Destructible Objects, Lives, Units

Can Be Instantiated By

-

Can Be Modulated By

Armor, Chargers, Difficulty Levels, Environmental Effects, Game State Indicators, Geospatial Game Widgets, Handicap Systems, HUD Interfaces, Pick-Ups, Tools, Traps

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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