Difference between revisions of "Player/Character Skill Composites"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
''Outcomes of player actions that depends both on both player and character characteristics.''
 
''Outcomes of player actions that depends both on both player and character characteristics.''
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This pattern is a still a stub.
 
This pattern is a still a stub.
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Left 4 Dead series  
 
Left 4 Dead series  
 
laser sights
 
laser sights
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Dragon Age 2
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C-Robots
  
  
 
== Using the pattern ==
 
== Using the pattern ==
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Creating [[Player/Character Skill Composites]] consists of designing the outcomes of actions so that they depend both on how (and when) players perform actions and on attributes tied to [[Characters]]. Examples of ways players can show personal skills or competences include performing [[Dexterity-Based Actions]], [[Memorizing]], [[Tactical Planning]], or [[Timing]]. Examples of how [[Characters]] can affect outcomes of actions are by having [[Skills]] related to the actions, and by providing [[Tools]] and [[Weapons]]]. [[Automated Responses]] and [[Enforced Agent Behavior]] are ways to more directly tie [[Characters]] to the actual performing of the actions, and [[Zero-Player Games]] make players into the creators of [[Algorithmic Agents]] that provide [[Enforced Agent Behavior]].
  
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[[Non-Player Characters]]
  
[[Dexterity-Based Actions]]
 
[[Memorizing]]
 
[[Timing]]
 
  
[[Characters]]
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[[Randomness]]
[[Skills]]
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[[Tools]]
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[[Equipment]]
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[[Weapons]]]
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[[Avatars]]
 
[[Avatars]]
  
[[Tactical Planning]]
 
  
[[Red Queen Dilemma]]
 
  
 
[[Combos]] can be one way of achieving [[Player/Character Skill Composites]] since actions, and even the performance of them, can be attributes of [[Characters]] but players decide when they are done.
 
[[Combos]] can be one way of achieving [[Player/Character Skill Composites]] since actions, and even the performance of them, can be attributes of [[Characters]] but players decide when they are done.
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[[Combat]] is an activity that quite often depends on [[Player/Character Skill Composites]]. One example is making hitting depend on player skill while [[Damage]] depends on character skill and [[Weapons]]. The difficulty of performing [[Aim & Shoot]] actions can more tightly merge the two components through having player do the aiming but let the sway of the aim depend on [[Weapons]] and their [[Upgrades]], as well as on [[Skills]].
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[[Combat]] is an activity that quite often depends on [[Player/Character Skill Composites]]. One example is making hitting depend on player skill while [[Damage]] depends on character [[Skills]] and [[Weapons]]. The difficulty of performing [[Aim & Shoot]] actions can more tightly merge the two components through having player do the aiming but let the sway of the aim depend on [[Weapons]] and their [[Upgrades]], as well as on [[Skills]].
  
Games with [[Player/Character Skill Composites]] have to balance [[Character Development]] with [[Game Mastery]]. Those where [[Game Mastery]] over time influences outcomes more lessen the [[Value of Effort]] for the [[Character Development]] but this may be compensated by the [[Value of Effort]] having the mastery represents. It may however also make [[Player Balance]] difficult to achieve without other [[Balancing Effects]]. Dominating influence from [[Character Development]] can directly work against [[Game Mastery]] occuring (see Linderoth 2010<ref name="linderoth"/> for a discussion related to this).
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[[Player/Character Skill Composites]] have to balance [[Character Development]] with [[Game Mastery]] if any of the two are to exist in a game. Those where [[Game Mastery]] over time influences outcomes more than [[Character Development]] lessen the [[Value of Effort]] for the [[Character Development]]; this may however be compensated by the [[Value of Effort]] having the mastery represents. It may however also make [[Player Balance]] difficult to achieve without other [[Balancing Effects]]. Dominating influence from [[Character Development]] can directly work against [[Game Mastery]] occuring (see Linderoth 2010<ref name="linderoth"/> for a discussion related to this). Note that this is not the same type of balance that needs to be maintained between difficulty and chance to succeed to create [[Red Queen Dilemmas]].
  
 
[[Grinding]]
 
[[Grinding]]
  
 
[[Smooth Learning Curves]]
 
[[Smooth Learning Curves]]
[[Automated Responses]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Automated Responses]],
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[[Characters]],
 
[[Combos]],  
 
[[Combos]],  
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[[Dexterity-Based Actions]],
 
[[Damage]],  
 
[[Damage]],  
[[Game Mastery]],  
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[[Enforced Agent Behavior]],
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[[Memorizing]],
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[[Skills]],
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[[Tactical Planning]],
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[[Timing]],  
 
[[Tools]],  
 
[[Tools]],  
 
[[Upgrades]],  
 
[[Upgrades]],  
[[Weapons]]
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[[Weapons]],
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[[Zero-Player Games]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
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[[Character Development]],
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[[Game Mastery]]
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===

Revision as of 12:17, 8 April 2011

Outcomes of player actions that depends both on both player and character characteristics.


This pattern is a still a stub.

Can also depend on equipment.

Examples

GURPS Dungeons & Dragons


Borderlands

Left 4 Dead series laser sights

Dragon Age 2 C-Robots


Using the pattern

Creating Player/Character Skill Composites consists of designing the outcomes of actions so that they depend both on how (and when) players perform actions and on attributes tied to Characters. Examples of ways players can show personal skills or competences include performing Dexterity-Based Actions, Memorizing, Tactical Planning, or Timing. Examples of how Characters can affect outcomes of actions are by having Skills related to the actions, and by providing Tools and Weapons]. Automated Responses and Enforced Agent Behavior are ways to more directly tie Characters to the actual performing of the actions, and Zero-Player Games make players into the creators of Algorithmic Agents that provide Enforced Agent Behavior.

Non-Player Characters


Randomness

Avatars


Combos can be one way of achieving Player/Character Skill Composites since actions, and even the performance of them, can be attributes of Characters but players decide when they are done.

Game Masters


Combat is an activity that quite often depends on Player/Character Skill Composites. One example is making hitting depend on player skill while Damage depends on character Skills and Weapons. The difficulty of performing Aim & Shoot actions can more tightly merge the two components through having player do the aiming but let the sway of the aim depend on Weapons and their Upgrades, as well as on Skills.

Player/Character Skill Composites have to balance Character Development with Game Mastery if any of the two are to exist in a game. Those where Game Mastery over time influences outcomes more than Character Development lessen the Value of Effort for the Character Development; this may however be compensated by the Value of Effort having the mastery represents. It may however also make Player Balance difficult to achieve without other Balancing Effects. Dominating influence from Character Development can directly work against Game Mastery occuring (see Linderoth 2010[1] for a discussion related to this). Note that this is not the same type of balance that needs to be maintained between difficulty and chance to succeed to create Red Queen Dilemmas.

Grinding

Smooth Learning Curves


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Aim & Shoot, Combat,

Can Be Instantiated By

Automated Responses, Characters, Combos, Dexterity-Based Actions, Damage, Enforced Agent Behavior, Memorizing, Skills, Tactical Planning, Timing, Tools, Upgrades, Weapons, Zero-Player Games

Can Be Modulated By

Character Development, Game Mastery

Potentially Conflicting With

Game Mastery when Character Development is present

Player Balance when Game Mastery is present

History

New pattern created in this wiki.

References

  1. Why gamers donʼt learn more - An ecological approach to games as learning environments. In proceedings of Nordic DiGRA 2010.

Acknowledgments