Difference between revisions of "Pick-Ups"

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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.
 
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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=== Can Be Instantiated By ===
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[[Power-Ups]]
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=== Can Be Modulated By ===
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[[Diegetically Outstanding Features]],
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[[Game Element Insertion]],
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[[Geospatial Game Widgets]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
Pick-Ups are a very common way to provide Renewable Resources to players, and as such, they provide Supporting Goals requiring Collecting and possibly Maneuvering. 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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[[Pick-Ups]] are a common way to provide [[Renewable Resources]] to players. 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]].  
  
Since the successful collection of Pick-Ups has a clear effect in the Game World, and it is usually easy to distinguish Pick-Ups in the game environ
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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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Since the successful collection of Pick-Ups has a clear effect in the Game World, and it is usually easy to distinguish Pick-Ups in the game environment, they make easy goal objectives for Gain Ownership goals. The absence of a Pick-Up from a location is a form of Trace that players can use to infer activities in the game.
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[[Renewable Resources]]
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[[Collecting]]
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[[Supporting Goals]]
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[[Exploration]]
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[[Movement]],
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[[Maneuvering]]
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=== Can Modulate ===
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[[Ammunition]],
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[[Armor]],
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[[Game Items]],
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[[Game Worlds]],
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[[Levels]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
[[Challenging Gameplay]]
 
[[Diegetically Outstanding Features]]
 
[[Power-Ups]]
 
[[Geospatial Game Widgets]]
 
[[Game Items]]
 
[[Transferable Items]]
 
[[Armor]]
 
[[Ammunition]]
 
[[Balancing Effects]]
 
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Ammunition]],
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[[Armor]],
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[[Game Items]],
 
[[Game Worlds]],  
 
[[Game Worlds]],  
 
[[Levels]]
 
[[Levels]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Power-Ups]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Game Element Insertion]]
+
[[Diegetically Outstanding Features]],
 +
[[Game Element Insertion]],
 +
[[Geospatial Game Widgets]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 22:02, 6 May 2011

Game elements that exist in game worlds and can be collected, usually by moving avatars or units in contacts.

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.

This pattern is a still a stub. (take parts of this and put in Game Items and other places)

Examples

The ammunition packs in Quake 3 are Pick-Ups 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.

Using the pattern

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.

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.

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.

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.

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.

Can Be Instantiated By

Power-Ups

Can Be Modulated By

Diegetically Outstanding Features, Game Element Insertion, Geospatial Game Widgets

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Pick-Ups are a common way to provide Renewable Resources to players. 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.

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.

Since the successful collection of Pick-Ups has a clear effect in the Game World, and it is usually easy to distinguish Pick-Ups in the game environment, they make easy goal objectives for Gain Ownership goals. The absence of a Pick-Up from a location is a form of Trace that players can use to infer activities in the game.

Renewable Resources Collecting Supporting Goals Exploration Movement, Maneuvering

Can Modulate

Ammunition, Armor, Game Items, Game Worlds, Levels

Relations

Can Instantiate

with ...

Can Modulate

Ammunition, Armor, Game Items, Game Worlds, Levels

Can Be Instantiated By

Power-Ups

Can Be Modulated By

Diegetically Outstanding Features, Game Element Insertion, Geospatial Game Widgets

Possible Closure Effects

Potentially Conflicting With

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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