Player/Character Skill Composites

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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


Using the pattern

Dexterity-Based Actions Memorizing Timing

Characters Skills Tools Equipment Weapons]

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.

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 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.

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[1] for a discussion related to this).

Grinding

Smooth Learning Curves Automated Responses

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Aim & Shoot, Combat,

Can Be Instantiated By

Combos, Damage, Game Mastery, Tools, Upgrades, Weapons

Can Be Modulated By

-

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