Health

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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

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.

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.

Can Be Modulated By

Chargers, Environmental Effects, Game State Indicators, Geospatial Game Widgets, HUD Interfaces, Pick-Ups, 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

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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

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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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