Power-Ups

From gdp3
Revision as of 15:26, 20 April 2011 by Staffan Björk (Talk | contribs) (Examples)

Jump to: navigation, search

Game elements that provide instant benefits or advantages when collected.

Many games contain Power-Ups - game items in the game worlds which as soon as players move avatars in direct proximity to them disappear and provide some benefit. The benefit is typically a new or improved ability for a certain amount of time, a couple of special attacks, or replenishing some resource.

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

Examples

Many Power-Ups give temporary benefits when picked up. The power pills in Pac-Man allows players to hunt ghosts for a limited amount of time, The fire flower in the Super Mario series allow Mario to shot fireballs until damaged, and 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 the Quake games, and also in the Half-Life series, are another form of Power-Ups. The Mario Kart series allows players that have received the Fake Item Box Power-Ups to drop traps that will roll opponents not noticing the slight differences between these and the other Power-Ups in the game.

Other Power-Ups are effectively ways to replenish resources, or affecting the amount of resources one can have. Heart Power-Ups in The Legend of Zelda series heal one health each, 1-Up mushrooms in the Super Mario series give extra lives, and ammunition cartridges and boxes found in the Doom and Half-Life series provide extra rounds for weapons. In contrast, the super mushrooms in the Super Mario series and the heart containers in The Legend of Zelda series increase the total health by one. While scores

The experience points and money given as rewards in Ravenwood Fair and Zombie Lane are optional Power-Ups in that they function like these but if they are not picked up after a certain amount of time the game picks them up for the players.

Using the pattern

Designing Power-Ups need to consider some of the aspects of designing Game Items, e.g. their locations, but not how they are used since their only use it to be picked up and for this reason one should also considered the options concerning Pick-Ups. However, one aspect where they usually differ from other Game Items is that they may be spawn semi-regular in game areas as Environmental Effects. There are two main types of Power-Ups: those that provide temporary powers and those that replenish Resources.

Resources Ammunition Armor

Score

Red Herrings

Time Limits Game Element Insertion Avatars Persistent Game Worlds

Randomness Player Balance

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.

New Abilities

Improved Abilities

Time Limits

Diegetic Aspects

Given that Power-Ups disappear as soon as touched, they are difficult to combine with Diegetically Tangible Game Items.

Consequences

Power-Ups are barely Game Items in that they are Pick-Ups that cease to exist when taken, and this makes them instantiate Game Element Removal. They 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. When several players have this getting to the Power-Ups first can create Races.

The Power-Ups that have Time Limits can increase Tension if the usefulness of the Power-Ups depend on the success of other goals; Using the quad damage Power-Ups efficiently in the Quake series, for example, depends on locating and hitting enemies first. Power-Ups that provide New Abilities can for quite natural reasons give rise to Gain Ability goals.

Relations

Can Instantiate

Collecting, Ephemeral Goals, Game Element Removal, Game Items, Pick-Ups, Races, Strategic Knowledge, Strategic Locations

with New Abilities

Gain Ability

with Time Limits

Tension

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Diegetically Tangible Game Items

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.