Difference between revisions of "Power-Ups"

From gdp3
Jump to: navigation, search
Line 2: Line 2:
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
[[Category:Needs examples]]
 
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''Game elements that activate time-limited advantages when collected.''
+
''Game elements that provide instant benefits or advantages when collected.''
 +
 
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
 +
 +
See also the Wikipedia entry for [[Power-Ups]]<ref name="wiki"/>
  
 
=== Examples ===
 
=== Examples ===
 +
The power pills in [[Pac-Man]] allows players to hunt ghosts for a limited amount of time.
 +
 +
The "Quad" damage [[Power-Ups]] in the [[Quake series]] quadruples the damage caused by the players' weapons for a limited amount of time. Ammunition found in these games, and also in the [[Half-Life series]], are also forms of [[Power-Ups]].
 +
 +
[[Left 4 Dead series]]
 +
 +
[[Doom]]
 +
 +
Super Mario Bros: The Super Mushrooms and 1-up Mushrooms
 +
 +
Legend of Zelda: The heart containers
 +
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
[[Resources]]
 +
[[Ammunition]]
 +
[[Armor]]
 +
 +
[[Time Limits]]
 +
[[Game Element Insertion]]
 +
[[Avatars]]
 +
[[Persistent Game Worlds]]
 +
 +
The possibilities regarding where the Producers of the Power-Ups are and when Power-Ups appear are similar to those of Pick-Ups. The main differences are that Power-Ups often give the player New Abilities or Privileged Abilities, and one has to determine how long the effect of the Power-Up lasts and if players can Trading them. However, Power-Ups can also provide Improved Abilities such as temporarily raising Skills.
 +
 +
Since the Power-Up typically gives the player an advantage without a matching disadvantage, the use of Power-Ups may cause problems with Player Balance more easily than using plain Pick-Ups.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 21: Line 47:
  
 
== Consequences ==
 
== Consequences ==
 +
Power-Ups share many of the consequences of Pick-Ups but typically have a more transient effect. Since the effect has a Time Limit, picking up a Power-Up can actually increase Tension if the usefulness of the Power-Up depends on the success of other goals, for example, using the quad damage Power-Up properly in Quake games efficiently depends on locating and hitting enemies first. Power-Ups can be used as target objects for Gain Competence goals.
 +
 +
Power-Ups give players Ephemeral Goals of Collecting when they appear; knowing their location and when they are produced allows players to locate Strategic Locations and have Strategic Knowledge.
  
 
== Relations ==
 
== Relations ==
Line 44: Line 73:
 
<references>
 
<references>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref>
 +
<ref name="wiki">Wikipedia [http://en.wikipedia.org/wiki/Power-up entry] for Power-Ups.</ref>
 
</references>
 
</references>

Revision as of 13:49, 20 April 2011

Game elements that provide instant benefits or advantages when collected.


This pattern is a still a stub.

See also the Wikipedia entry for Power-Ups[1]

Examples

The power pills in Pac-Man allows players to hunt ghosts for a limited amount of time.

The "Quad" damage Power-Ups in the Quake series quadruples the damage caused by the players' weapons for a limited amount of time. Ammunition found in these games, and also in the Half-Life series, are also forms of Power-Ups.

Left 4 Dead series

Doom

Super Mario Bros: The Super Mushrooms and 1-up Mushrooms

Legend of Zelda: The heart containers


Using the pattern

Resources Ammunition Armor

Time Limits Game Element Insertion Avatars Persistent Game Worlds

The possibilities regarding where the Producers of the Power-Ups are and when Power-Ups appear are similar to those of Pick-Ups. The main differences are that Power-Ups often give the player New Abilities or Privileged Abilities, and one has to determine how long the effect of the Power-Up lasts and if players can Trading them. However, Power-Ups can also provide Improved Abilities such as temporarily raising Skills.

Since the Power-Up typically gives the player an advantage without a matching disadvantage, the use of Power-Ups may cause problems with Player Balance more easily than using plain Pick-Ups.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Power-Ups share many of the consequences of Pick-Ups but typically have a more transient effect. Since the effect has a Time Limit, picking up a Power-Up can actually increase Tension if the usefulness of the Power-Up depends on the success of other goals, for example, using the quad damage Power-Up properly in Quake games efficiently depends on locating and hitting enemies first. Power-Ups can be used as target objects for Gain Competence goals.

Power-Ups give players Ephemeral Goals of Collecting when they appear; knowing their location and when they are produced allows players to locate Strategic Locations and have Strategic Knowledge.

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern Power-Ups that was part of the original collection in the book Patterns in Game Design[2].

References

  1. Wikipedia entry for Power-Ups.
  2. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.