Difference between revisions of "Sidegrades"

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[[Category:Game Element Patterns]]
 
[[Category:Game Element Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
''Modification to game items to provide more specialized uses.''
 
''Modification to game items to provide more specialized uses.''
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Some games allow players to upgrade their equipment in various ways. While this most often improved players chances to perform actions or the effect of those actions, [[Sidegrades]] instead provide more specific
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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Flare gun
 
Flare gun
 
shotgun and sandwich
 
shotgun and sandwich
 
==== with [[Decreased Abilities]] ====
 
[[Upgrades]]
 
 
  
 
== Using the pattern ==
 
== Using the pattern ==
 
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[[Sidegrades]] are typically created in ways similar to [[Upgrades]], but with [[Decreased Abilities]] added so that the [[Improved Abilities]] inherent in [[Upgrades]] are balanced by the [[Decreased Abilities]]. One example of a potential [[Sidegrades|Sidegrade]] is scopes, which may provide more accuracy when shooting at long ranges but make it more difficult to use weapons in close-quarters battles. Given the difficulty of finding a right balance, [[Sidegrades]] are often volatile design solutions that can turn into [[Upgrades]] or "downgrades" if players realize that optimal strategies exist.
=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==

Revision as of 18:16, 30 June 2011

Modification to game items to provide more specialized uses.

Some games allow players to upgrade their equipment in various ways. While this most often improved players chances to perform actions or the effect of those actions, Sidegrades instead provide more specific

This pattern is a still a stub.

Examples

Team Fortress 2

Huntsman Kritzkrieg Flare gun shotgun and sandwich

Using the pattern

Sidegrades are typically created in ways similar to Upgrades, but with Decreased Abilities added so that the Improved Abilities inherent in Upgrades are balanced by the Decreased Abilities. One example of a potential Sidegrade is scopes, which may provide more accuracy when shooting at long ranges but make it more difficult to use weapons in close-quarters battles. Given the difficulty of finding a right balance, Sidegrades are often volatile design solutions that can turn into Upgrades or "downgrades" if players realize that optimal strategies exist.

Consequences

Sidegrades are variants to Upgrades that do not automatically created Improved Abilities. This is since they at the same time give other Decreased Abilities but can allow players with Game Mastery to exploit opportunities to position themselves in useful Competence Areas. Regardless of players' levels of Game Mastery, Sidegrades can allow them to have Varied Gameplay if they wish.

Can Modulate

Crafting

Relations

Can Instantiate

Competence Areas, Varied Gameplay

with Decreased Abilities

Upgrades

Can Modulate

Crafting, Game Mastery

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

Brice Clocher, Jonas Jacobsson