Location-Fixed Abilities

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Abilities only available at certain locations in game worlds.

This pattern is a still a stub.

Examples

Cannons in Super Mario 64

Monopoly

Snake and Ladders

Chargers that give players extra speed boosts exists in both the Mario Kart series and F-Zero GX. Pit stops in Formula D show that Board Games dealing with racing also can have Location-Fixed Abilities.

Several First-Person Shooters include stationary weapons. The 40mm Bofors Anti-Aircraft Gun and FIM-92 Stinger are examples from the Battlefield series that provide Location-Fixed Abilities while the Left 4 Dead series has mounted mini-guns and heavy machine guns that the players can find.

Computer-based Roleplaying Games often have Location-Fixed Abilities in the form of immobile non-player characters. Torchlight, the Dragon Age series, and the Fable series are examples of this, and to a lesser extent this is also true for NetHack and the Fallout series since the NPCs providing services there do move about somewhat. The Legend of Zelda series and Assassin's Creed series are examples of other computer-based games also having stationary NPCs providing services to the players.

Using the pattern

Location-Fixed Abilities can be created through either creating Environmental Effects in Game Worlds or placing immobile Game Items which affect Abilities within them. Chargers and Safe Havens are common examples of Environmental Effects while Game Items that can be used for this purpose include Controllers, Installations, and Self-Service Kiosks.

Diegetic Aspects

Unless their use or appearance naturally draws attention to them, it may be advisable to consider making Location-Fixed Abilities have Diegetically Outstanding Features. This since being aware of them can be important given their potential affect on gameplay.

Interface Aspects

See above.

Consequences

Location-Fixed Abilities modify the Abilities of Avatars or Units by providing New or Improved Abilities at specific locations in Game Worlds. They can be Strategic Locations if the New Abilities are vital for gameplay or if the improvements can be used to gain significant advantages.

Relations

Can Instantiate

Strategic Locations

Can Modulate

Avatars, Abilities, Improved Abilities, New Abilities, Units

Can Be Instantiated By

Controllers, Chargers, Installations, Environmental Effects, Safe Havens, Self-Service Kiosks

Can Be Modulated By

Diegetically Outstanding Features

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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