Difference between revisions of "Pick-Ups"

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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Game Element Patterns]]
 
[[Category:Game Element Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Patterns created on the Wiki]]
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''Game items that exist in game worlds and can be collected, usually by moving avatars or units so that they are in contacts with the game items.''  
[[Category:Stub]]
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[[Category:Staffan's current workpage]]
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''Game elements that exist in game worlds and can be collected, usually by moving avatars or units in contacts.''  
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Common examples of Pick-Ups include weapons, ammunition, and health packs in first-person shooters; money and energy in platform games; and food, wood, money, and metals in real-time strategy games.
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Many games contain various game items that players can make use of. When these exist as individually discernible objects in the game worlds that can be taken, they are [[Pick-Ups]]. Common examples of [[Pick-Ups]] include both "concrete" objects, e.g. weapons, ammunition, and health packs, and "abstract ones", e.g. units of money, energy, and experience.
 
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This pattern is a still a stub.
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(take parts of this and put in [[Game Items]] and other places)
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=== Examples ===
 
=== Examples ===
The ''pills'', ''power-pills'', and various bonus items found in [[Pac-Man]] are all examples of [[Pick-Ups]]. The various power-ups found in the [[Super Mario series|Super Mario]] and [[Mario Kart series]] are also examples of [[Pick-Ups]]. The loot dropped by vanquished enemies in role-playing games such as [[Torchlight]] and the [[Dragon Age series]] are further examples of [[Pick-Ups]].
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The ''pills'', ''power-pills'', and various bonus items found in [[Pac-Man]] are all examples of [[Pick-Ups]]. The various power-ups found in the [[Super Mario series|Super Mario]] and [[Mario Kart series]] are also examples of [[Pick-Ups]]. The loot dropped by vanquished enemies in role-playing games such as [[NetHack]], [[Torchlight]], and the [[Diablo series|Diablo]] and [[Dragon Age series]] are further examples of [[Pick-Ups]].
  
 
In the [[Quake series]] the many weapons that can be found are [[Pick-Ups]], as are the ''Quad Damage'' power-ups and ammunition packs that replenish the players' ammunition. The piles of different types of ammunition found in the [[Left 4 Dead series]] are actually not [[Pick-Ups]] since they remain for other players, but the weapons, pain pills, and medikits that one can find are. To help players find these in the often dark and stressful environment of the [[Left 4 Dead series]], the [[Pick-Ups]] are giving a glowing outline that can be seen through walls.
 
In the [[Quake series]] the many weapons that can be found are [[Pick-Ups]], as are the ''Quad Damage'' power-ups and ammunition packs that replenish the players' ammunition. The piles of different types of ammunition found in the [[Left 4 Dead series]] are actually not [[Pick-Ups]] since they remain for other players, but the weapons, pain pills, and medikits that one can find are. To help players find these in the often dark and stressful environment of the [[Left 4 Dead series]], the [[Pick-Ups]] are giving a glowing outline that can be seen through walls.
  
 
== Using the pattern ==
 
== Using the pattern ==
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While [[Pick-Ups]] are typically created by modifying [[Game Items]], they can be created specifically as [[Pick-Ups]] through being [[Power-Ups]] which gives players instantaneous advantages often consisting of [[Improved Abilities|Improved]] or [[Privileged Abilities]]. Other specific [[Pick-Ups]] are those whose only function is to increase players' [[Scores]], as e.g. the ordinary ''pills'' in [[Pac-Man]] does, or to give extra [[Lives]]. For those that are [[Game Items]] however, it is even more motivated to consider the use of [[Inventories]] than for other types of [[Game Items]] since [[Pick-Ups]] inherently imply that they will be taken and collected.
  
Pick-Ups are in essence Resources, and as such, the fundamental game design choice regarding a Pick-Up is to decide what the resource is to be used for: is it to gain advantages in possible actions against opponents, to fulfill goals such as Delivery, to directly increase winning possibilities or is the resource usable for several different purposes and thus requiring Trade-Offs? The nature of the Pick-Up may not be completely revealed to the player who collects it until it is collected, allowing the game to change the nature of the Pick-Up depending on players' positioning, thereby providing Balancing Effects. These kinds of Pick-Ups can also cause disadvantages to the players.
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An option for [[Pick-Ups]] is to only have them appear as [[Game Items]] until they are retrieved, after which they lose their identity as individual objects and increase some numerical representation in [[Abstract Player Constructs]], [[Characters]], or [[Inventories]] (for the last case, this means that [[Pick-Ups]] modulates [[Inventories]] rather than the other way around). When used as such, [[Pick-Ups]] are in essence localized sources for [[Non-Localized Resources]] and common examples of [[Resources]] available through this design solution include [[Ammunition]], [[Armor]], and [[Health]] (energy and [[Experience Points]] are less common but found in [[Zombie Lane]] and [[Ravenwood Fair]]). Similarly, even though any type of [[Game Items]] may have new instances introduced into games through [[Game Element Insertion]], this is more often used for non-unique [[Pick-Ups]].
  
As Resource s that exist in the game world, the design of Pick-Ups is linked to the design of Resource Locations, and the design choices available for the locations have to be considered in parallel with those of the Pick-Ups. The production of the Pick-Ups is another design choice that has to be considered. Is the Pick-Up only produced once (maybe at the beginning of the game) and thus providing Limited Resources on a global level, or is a type of Pick-Up a Renewable Resource that is produced during gameplay? In the latter case, is the location of the production a known place (and thereby a Strategic Location) or is it random? The production may be tied to a Resource Generator, which may be influenced or destroyed by player actions. The production of the Pick-Ups may also require actions by the players, for example, providing Resources to a Converter. In any case, the production of Pick-Ups also follows the methods outlined in the more abstract Producer pattern.
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[[Pick-Ups]] can modify [[Deliver]] goals in the sense that they can put a requirement on players to first need to get [[Game Items]] before delivering them.
  
Most Pick-Ups affect numerical characteristics of the Avatar or Unit that collected the Pick-Up, e. g., by increasing the player's Score or an Avatar's hit points. The simplest way of implementing these is having a specific increase or decrease of one attribute of the game element each time a Pick-Up is taken. However, one can also have cut-off limits to promote Player Balance (e. g., not letting health packs or ammunition replenish past a certain level) or having Diminishing Returns.
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While [[Pick-Ups]] are likely to give players intrinsic motivation of engaging in [[Collecting]] through [[Maneuvering]], this can be formalized into explicit [[Collections]] goals, e.g. having to get all the ''pills'' in [[Pac-Man]] to complete a [[Levels|Level]].
  
[[Ammunition]],  
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[[Pick-Ups]] are usually designed so players acquire them through gameplay, but an additional option is to let them be acquired through [[Pay to Play]].
[[Armor]],
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[[Inventories]]
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A less common type of Pick-Up, which may also affect numerical characteristics, is a Tool. Tools provide players with Privileged Abilities but may require resources when used.
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A special type of Pick-Up is a Power-Up, which gives players a time-limited advantage often consisting of increased efficiency at an action or by providing a Privileged Ability. Other special Pick-Ups are those whose only function is to increase a player's Score.
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More formalized, Collection goals can be constructed by requiring players to get all Pick-Ups before being able to advance in the game, e. g., eating all the pills in Pac-Man before completing the level.
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=== Can Be Instantiated By ===
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[[Power-Ups]]
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=== Can Be Modulated By ===
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,
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[[Game Element Insertion]],
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Pick-Ups]] are quite often automatically taken when [[Avatars]] are moved into contact with them to avoid having to provide a specific interface action for this action. For cases where the [[Pick-Ups]] are supposed to be placed in [[Inventories]] but these are already filled, this may result in them then directly being dropped.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
[[Pick-Ups]] are a common way to provide [[Renewable Resources]] to players in the form of [[Game Items]], e.g. to let them acquire [[Ammunition]] and [[Armor]]. When the [[Resources]] collected in this way are needed for completing goals, the [[Collecting]] of the [[Pick-Ups]] become [[Supporting Goals]] which encourages [[Exploration]] and [[Movement]], and possibly [[Maneuvering]], in
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[[Pick-Ups]] are either [[Resources]] and then provide [[Resource Locations]], or they are [[Resource Sources]] which provide opportunities to get the [[Resources]] without actually being them themselves. [[Pick-Ups]] are typically very limited in whatever sense they are used since they often only represent one or a few instances of something. [[Pick-Ups]] are a common way to provide [[Renewable Resources]] to players in the form of [[Game Items]], e.g. to let them acquire [[Ammunition]], [[Armor]], or [[Health]]. When the [[Resources]] collected in this way are needed for completing goals, the [[Collecting]] through [[Maneuvering]] of the [[Pick-Ups]] become [[Supporting Goals]] which encourages [[Game World Exploration]] and [[Movement]], in [[Game Boards]], [[Game Worlds]], and [[Levels]]. When [[Pick-Ups]] require extra time or resources - and especially if their content is not known in advantage - the decision to try and acquire one is one of [[Risk/Reward]]. [[Pick-Ups]] do often have high levels of [[Clickability]] if they need to be activated to be picked up.
[[Game Worlds]] and [[Levels]].
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As [[Pac-Man]] shows, [[Pick-Ups]] make easy goal objectives for [[Gain Ownership]] goals since successfully [[Collecting]] them have clear effects on [[Game Worlds]] and [[Levels]], and the [[Pick-Ups]] are usually easy to distinguish by having [[Diegetically Outstanding Features]]. For this reason also, the absence of [[Pick-Ups]] from a location can form [[Traces]] that players can use to infer previous activities in the game.
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As [[Pac-Man]] shows, [[Pick-Ups]] make clear goal objectives for [[Gain Ownership]] goals since they are usually easy to distinguish by having [[Diegetically Outstanding Features]] and successfully [[Collecting]] them have clear effects on [[Game Boards]], [[Game Worlds]], and [[Levels]]. For this reason also, the absence of [[Pick-Ups]] from a location can form [[Traces]] that players can use to infer previous activities in the game.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Collecting]],  
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[[Ammunition]],  
[[Exploration]],  
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[[Clickability]],
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[[Collections]],
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[[Game World Exploration]],  
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
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[[Resource Locations]],
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[[Resource Sources]],
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[[Resources]],
 
[[Renewable Resources]],  
 
[[Renewable Resources]],  
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[[Risk/Reward]],
 
[[Supporting Goals]],  
 
[[Supporting Goals]],  
 
[[Traces]]
 
[[Traces]]
  
==== with ... ====
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==== with [[Maneuvering]] ====
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[[Collecting]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Ammunition]],  
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[[Abstract Player Constructs]],  
 
[[Armor]],  
 
[[Armor]],  
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[[Characters]],
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[[Deliver]],
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[[Experience Points]],
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[[Game Boards]],
 
[[Game Items]],  
 
[[Game Items]],  
 
[[Game Worlds]],  
 
[[Game Worlds]],  
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[[Health]],
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[[Inventories]],
 
[[Levels]],
 
[[Levels]],
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[[Lives]],
 
[[Maneuvering]],  
 
[[Maneuvering]],  
[[Movement]]
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[[Movement]],
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[[Non-Localized Resources]],
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[[Resources]],
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[[Scores]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Diegetically Outstanding Features]],  
 
[[Diegetically Outstanding Features]],  
 
[[Game Element Insertion]],  
 
[[Game Element Insertion]],  
[[Geospatial Game Widgets]]
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[[Geospatial Game Widgets]],
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[[Inventories]],
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[[Pay to Play]]  
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Latest revision as of 08:20, 3 August 2022

Game items that exist in game worlds and can be collected, usually by moving avatars or units so that they are in contacts with the game items.

Many games contain various game items that players can make use of. When these exist as individually discernible objects in the game worlds that can be taken, they are Pick-Ups. Common examples of Pick-Ups include both "concrete" objects, e.g. weapons, ammunition, and health packs, and "abstract ones", e.g. units of money, energy, and experience.

Examples

The pills, power-pills, and various bonus items found in Pac-Man are all examples of Pick-Ups. The various power-ups found in the Super Mario and Mario Kart series are also examples of Pick-Ups. The loot dropped by vanquished enemies in role-playing games such as NetHack, Torchlight, and the Diablo and Dragon Age series are further examples of Pick-Ups.

In the Quake series the many weapons that can be found are Pick-Ups, as are the Quad Damage power-ups and ammunition packs that replenish the players' ammunition. The piles of different types of ammunition found in the Left 4 Dead series are actually not Pick-Ups since they remain for other players, but the weapons, pain pills, and medikits that one can find are. To help players find these in the often dark and stressful environment of the Left 4 Dead series, the Pick-Ups are giving a glowing outline that can be seen through walls.

Using the pattern

While Pick-Ups are typically created by modifying Game Items, they can be created specifically as Pick-Ups through being Power-Ups which gives players instantaneous advantages often consisting of Improved or Privileged Abilities. Other specific Pick-Ups are those whose only function is to increase players' Scores, as e.g. the ordinary pills in Pac-Man does, or to give extra Lives. For those that are Game Items however, it is even more motivated to consider the use of Inventories than for other types of Game Items since Pick-Ups inherently imply that they will be taken and collected.

An option for Pick-Ups is to only have them appear as Game Items until they are retrieved, after which they lose their identity as individual objects and increase some numerical representation in Abstract Player Constructs, Characters, or Inventories (for the last case, this means that Pick-Ups modulates Inventories rather than the other way around). When used as such, Pick-Ups are in essence localized sources for Non-Localized Resources and common examples of Resources available through this design solution include Ammunition, Armor, and Health (energy and Experience Points are less common but found in Zombie Lane and Ravenwood Fair). Similarly, even though any type of Game Items may have new instances introduced into games through Game Element Insertion, this is more often used for non-unique Pick-Ups.

Pick-Ups can modify Deliver goals in the sense that they can put a requirement on players to first need to get Game Items before delivering them.

While Pick-Ups are likely to give players intrinsic motivation of engaging in Collecting through Maneuvering, this can be formalized into explicit Collections goals, e.g. having to get all the pills in Pac-Man to complete a Level.

Pick-Ups are usually designed so players acquire them through gameplay, but an additional option is to let them be acquired through Pay to Play.

Diegetic Aspects

As Game Items that nearly always have direct gameplay use, Pick-Ups are often distinguished from the rest of the game environment by having Diegetically Outstanding Features or by augmenting them through Geospatial Game Widgets.

Interface Aspects

Pick-Ups are quite often automatically taken when Avatars are moved into contact with them to avoid having to provide a specific interface action for this action. For cases where the Pick-Ups are supposed to be placed in Inventories but these are already filled, this may result in them then directly being dropped.

Consequences

Pick-Ups are either Resources and then provide Resource Locations, or they are Resource Sources which provide opportunities to get the Resources without actually being them themselves. Pick-Ups are typically very limited in whatever sense they are used since they often only represent one or a few instances of something. Pick-Ups are a common way to provide Renewable Resources to players in the form of Game Items, e.g. to let them acquire Ammunition, Armor, or Health. When the Resources collected in this way are needed for completing goals, the Collecting through Maneuvering of the Pick-Ups become Supporting Goals which encourages Game World Exploration and Movement, in Game Boards, Game Worlds, and Levels. When Pick-Ups require extra time or resources - and especially if their content is not known in advantage - the decision to try and acquire one is one of Risk/Reward. Pick-Ups do often have high levels of Clickability if they need to be activated to be picked up.

As Pac-Man shows, Pick-Ups make clear goal objectives for Gain Ownership goals since they are usually easy to distinguish by having Diegetically Outstanding Features and successfully Collecting them have clear effects on Game Boards, Game Worlds, and Levels. For this reason also, the absence of Pick-Ups from a location can form Traces that players can use to infer previous activities in the game.

Relations

Can Instantiate

Ammunition, Clickability, Collections, Game World Exploration, Gain Ownership, Resource Locations, Resource Sources, Resources, Renewable Resources, Risk/Reward, Supporting Goals, Traces

with Maneuvering

Collecting

Can Modulate

Abstract Player Constructs, Armor, Characters, Deliver, Experience Points, Game Boards, Game Items, Game Worlds, Health, Inventories, Levels, Lives, Maneuvering, Movement, Non-Localized Resources, Resources, Scores

Can Be Instantiated By

Power-Ups

Can Be Modulated By

Diegetically Outstanding Features, Game Element Insertion, Geospatial Game Widgets, Inventories, Pay to Play

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Pick-Ups 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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