http://virt10.itu.chalmers.se/index.php?title=Skills&feed=atom&action=historySkills - Revision history2024-03-19T09:53:04ZRevision history for this page on the wikiMediaWiki 1.26.2http://virt10.itu.chalmers.se/index.php?title=Skills&diff=24362&oldid=prevStaffan Björk at 11:19, 4 July 20162016-07-04T11:19:55Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:19, 4 July 2016</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l21" >Line 21:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Being able to raise or get [[Skills]] during gameplay is a common form of [[Character Development]] which might also include [[New Abilities]]. [[Freedom of Choice]] can affect [[Skills]] if players have several different [[Skills]] they can select from when raising them, and this can make players set up [[Gain Competence]] goals in advance as well as lets them have [[Player-Planned Development]]. If the [[Skills]] as represented as numerical values, this makes it easy to implement both [[Improved Abilities|Improved]] and [[Decreased Abilities]] by simply adjusting the values. The causes of [[Skills|Skill]] increased as simply be completions of challenges, advances in [[Character Levels]], or the result of [[Investments]] of [[Experience Points]]. Sometimes these require the presences of [[Non-Player Characters]] or [[Self-Service Kiosks]] that represent teachers. [[Skills|Skill]] increase can be modulated by [[Diminishing Returns]], either by requiring more [[Investments]] to be done (e.g. [[GURPS]] or by making the chances of improving [[Skills]] lower the higher the [[Skills]] gets (e.g. [[Basic Roleplaying]] and its decedents [[Hârnmaster]] and [[Mutant]]). The complexity of improving [[Skills]] can be increased by requiring prerequisites, typically related to other [[Skills]] or [[Attributes]] or progressing through [[Development Trees]] but is sometimes also linked to what [[Social Organizations]] one belongs to. Complexity can also be added by allowing for the above mentioned ''specialties'' and ''familiarities''. In addition to making permanent changes, [[Buffs]], [[Debuffs]], [[Damage]], and [[Tools]] can all be used to create temporary [[Performance Modifiers]] for [[Skills]]; that can be used to create [[Critical Hits]] to [[Damage]] effects that otherwise would just reduce [[Health]]. [[:Category:Roleplaying Games|Roleplaying Games]] striving for realism quite often give [[Decreased Abilities]] to [[Skills]] for those that make use of powerful [[Armor]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Being able to raise or get [[Skills]] during gameplay is a common form of [[Character Development]] which might also include [[New Abilities]]. [[Freedom of Choice]] can affect [[Skills]] if players have several different [[Skills]] they can select from when raising them, and this can make players set up [[Gain Competence]] goals in advance as well as lets them have [[Player-Planned Development]]. If the [[Skills]] as represented as numerical values, this makes it easy to implement both [[Improved Abilities|Improved]] and [[Decreased Abilities]] by simply adjusting the values. The causes of [[Skills|Skill]] increased as simply be completions of challenges, advances in [[Character Levels]], or the result of [[Investments]] of [[Experience Points]] <ins class="diffchange diffchange-inline">(but it can also work the other way around - in the [[Elder Scrolls series]] a number of [[Skills|Skill]] points need to be gained to reach a new [[Character Levels|Character Level]])</ins>. Sometimes these require the presences of [[Non-Player Characters]] or [[Self-Service Kiosks]] that represent teachers. [[Skills|Skill]] increase can be modulated by [[Diminishing Returns]], either by requiring more [[Investments]] to be done (e.g. [[GURPS]] or by making the chances of improving [[Skills]] lower the higher the [[Skills]] gets (e.g. [[Basic Roleplaying]] and its decedents [[Hârnmaster]] and [[Mutant]]). The complexity of improving [[Skills]] can be increased by requiring prerequisites, typically related to other [[Skills]] or [[Attributes]] or progressing through [[Development Trees]] but is sometimes also linked to what [[Social Organizations]] one belongs to. Complexity can also be added by allowing for the above mentioned ''specialties'' and ''familiarities''. In addition to making permanent changes, [[Buffs]], [[Debuffs]], [[Damage]], and [[Tools]] can all be used to create temporary [[Performance Modifiers]] for [[Skills]]; that can be used to create [[Critical Hits]] to [[Damage]] effects that otherwise would just reduce [[Health]]. [[:Category:Roleplaying Games|Roleplaying Games]] striving for realism quite often give [[Decreased Abilities]] to [[Skills]] for those that make use of powerful [[Armor]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=23734&oldid=prevStaffan Björk at 13:09, 24 August 20152015-08-24T13:09:40Z<p></p>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 13:09, 24 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l21" >Line 21:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Being able to raise or get [[Skills]] during gameplay is a common form of [[Character Development]] which might also include [[New Abilities]]. [[Freedom of Choice]] can affect [[Skills]] if players have several different [[Skills]] they can select from when raising them, and this can make players set up [[Gain Competence]] goals in advance as well as lets them have [[Player-Planned Development]]. If the [[Skills]] as represented as numerical values, this makes it easy to implement both [[Improved Abilities|Improved]] and [[Decreased Abilities]] by simply adjusting the values. The causes of [[Skills|Skill]] increased as simply be completions of challenges, advances in [[Character Levels]], or the result of [[Investments]] of [[Experience Points]]. Sometimes these require the presences of [[Non-Player Characters]] or [[Self-Service Kiosks]] that represent teachers. [[Skills|Skill]] increase can be modulated by [[Diminishing Returns]], either by requiring more [[Investments]] to be done (e.g. [[GURPS]] or by making the chances of improving [[Skills]] lower the higher the [[Skills]] gets (e.g. [[Basic Roleplaying]] and its decedents [[Hârnmaster]] and [[Mutant]]). The complexity of improving [[Skills]] can be increased by requiring prerequisites, typically related to other [[Skills]] or [[Attributes]] or progressing through [[Development Trees]] but is sometimes also linked to what [[Social Organizations]] one belongs to. Complexity can also be added by allowing for the above mentioned ''specialties'' and ''familiarities''. In addition to making permanent changes, [[Buffs]], [[Debuffs]], [[Damage]], and [[Tools]] can all be used to create temporary [[Performance Modifiers]] for [[Skills]]. [[:Category:Roleplaying Games|Roleplaying Games]] striving for realism quite often give [[Decreased Abilities]] to [[Skills]] for those that make use of powerful [[Armor]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Being able to raise or get [[Skills]] during gameplay is a common form of [[Character Development]] which might also include [[New Abilities]]. [[Freedom of Choice]] can affect [[Skills]] if players have several different [[Skills]] they can select from when raising them, and this can make players set up [[Gain Competence]] goals in advance as well as lets them have [[Player-Planned Development]]. If the [[Skills]] as represented as numerical values, this makes it easy to implement both [[Improved Abilities|Improved]] and [[Decreased Abilities]] by simply adjusting the values. The causes of [[Skills|Skill]] increased as simply be completions of challenges, advances in [[Character Levels]], or the result of [[Investments]] of [[Experience Points]]. Sometimes these require the presences of [[Non-Player Characters]] or [[Self-Service Kiosks]] that represent teachers. [[Skills|Skill]] increase can be modulated by [[Diminishing Returns]], either by requiring more [[Investments]] to be done (e.g. [[GURPS]] or by making the chances of improving [[Skills]] lower the higher the [[Skills]] gets (e.g. [[Basic Roleplaying]] and its decedents [[Hârnmaster]] and [[Mutant]]). The complexity of improving [[Skills]] can be increased by requiring prerequisites, typically related to other [[Skills]] or [[Attributes]] or progressing through [[Development Trees]] but is sometimes also linked to what [[Social Organizations]] one belongs to. Complexity can also be added by allowing for the above mentioned ''specialties'' and ''familiarities''. In addition to making permanent changes, [[Buffs]], [[Debuffs]], [[Damage]], and [[Tools]] can all be used to create temporary [[Performance Modifiers]] for [[Skills<ins class="diffchange diffchange-inline">]]; that can be used to create [[Critical Hits]] to [[Damage]] effects that otherwise would just reduce [[Health</ins>]]. [[:Category:Roleplaying Games|Roleplaying Games]] striving for realism quite often give [[Decreased Abilities]] to [[Skills]] for those that make use of powerful [[Armor]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l55" >Line 55:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Characters]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Characters]] ====</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Defining Actions]]  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Defining Actions]]  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==== with [[Damage]] and [[Health]] ====</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Hits]] </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Multiplayer Games]] or [[Teams]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Multiplayer Games]] or [[Teams]] ====</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=23584&oldid=prevStaffan Björk at 14:31, 12 August 20152015-08-12T14:31:38Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 14:31, 12 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l21" >Line 21:</td>
<td colspan="2" class="diff-lineno">Line 21:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>Being able to raise or get [[Skills]] during gameplay is a common form of [[Character Development]] which might also include [[New Abilities]]. [[Freedom of Choice]] can affect [[Skills]] if players have several different [[Skills]] they can select from when raising them, and this can make players set up [[Gain Competence]] goals in advance as well as lets them have [[Player-Planned Development]]. If the [[Skills]] as represented as numerical values, this makes it easy to implement both [[Improved Abilities|Improved]] and [[Decreased Abilities]] by simply adjusting the values. The causes of [[Skills|Skill]] increased as simply be <del class="diffchange diffchange-inline">[[Rewards]]</del>, advances in [[Character Levels]], or the result of [[Investments]] of [[Experience Points]]. Sometimes these require the presences of [[Non-Player Characters]] or [[Self-Service Kiosks]] that represent teachers. [[Skills|Skill]] increase can be modulated by [[Diminishing Returns]], either by requiring more [[Investments]] to be done (e.g. [[GURPS]] or by making the chances of improving [[Skills]] lower the higher the [[Skills]] gets (e.g. [[Basic Roleplaying]] and its decedents [[Hârnmaster]] and [[Mutant]]). The complexity of improving [[Skills]] can be increased by requiring prerequisites, typically related to other [[Skills]] or [[Attributes]] or progressing through [[Development Trees]] but is sometimes also linked to what [[Social Organizations]] one belongs to. Complexity can also be added by allowing for the above mentioned ''specialties'' and ''familiarities''. In addition to making permanent changes, [[Buffs]], [[Debuffs]], [[Damage]], and [[Tools]] can all be used to create temporary [[Performance Modifiers]] for [[Skills]]. [[:Category:Roleplaying Games|Roleplaying Games]] striving for realism quite often give [[Decreased Abilities]] to [[Skills]] for those that make use of powerful [[Armor]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>Being able to raise or get [[Skills]] during gameplay is a common form of [[Character Development]] which might also include [[New Abilities]]. [[Freedom of Choice]] can affect [[Skills]] if players have several different [[Skills]] they can select from when raising them, and this can make players set up [[Gain Competence]] goals in advance as well as lets them have [[Player-Planned Development]]. If the [[Skills]] as represented as numerical values, this makes it easy to implement both [[Improved Abilities|Improved]] and [[Decreased Abilities]] by simply adjusting the values. The causes of [[Skills|Skill]] increased as simply be <ins class="diffchange diffchange-inline">completions of challenges</ins>, advances in [[Character Levels]], or the result of [[Investments]] of [[Experience Points]]. Sometimes these require the presences of [[Non-Player Characters]] or [[Self-Service Kiosks]] that represent teachers. [[Skills|Skill]] increase can be modulated by [[Diminishing Returns]], either by requiring more [[Investments]] to be done (e.g. [[GURPS]] or by making the chances of improving [[Skills]] lower the higher the [[Skills]] gets (e.g. [[Basic Roleplaying]] and its decedents [[Hârnmaster]] and [[Mutant]]). The complexity of improving [[Skills]] can be increased by requiring prerequisites, typically related to other [[Skills]] or [[Attributes]] or progressing through [[Development Trees]] but is sometimes also linked to what [[Social Organizations]] one belongs to. Complexity can also be added by allowing for the above mentioned ''specialties'' and ''familiarities''. In addition to making permanent changes, [[Buffs]], [[Debuffs]], [[Damage]], and [[Tools]] can all be used to create temporary [[Performance Modifiers]] for [[Skills]]. [[:Category:Roleplaying Games|Roleplaying Games]] striving for realism quite often give [[Decreased Abilities]] to [[Skills]] for those that make use of powerful [[Armor]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Interface Aspects ===</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. It also gives players a solid foundation for having a [[Determinable Chance to Succeed]] with the activities linked to the specific [[Skills]]. When [[Skills]] are used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]] in related to [[Characters]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. It also gives players a solid foundation for having a [[Determinable Chance to Succeed]] with the activities linked to the specific [[Skills]]. <ins class="diffchange diffchange-inline">Increases of [[Skills]] are typically [[Facilitating Rewards]].</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div> </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>When [[Skills]] are used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]] in related to [[Characters]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]] and especially in those with [[Teams]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]] and especially in those with [[Teams]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Determinable Chance to Succeed]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Determinable Chance to Succeed]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Facilitating Rewards]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Competence]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Competence]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Orthogonal Differentiation]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Orthogonal Differentiation]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=22901&oldid=prevStaffan Björk at 12:14, 4 August 20152015-08-04T12:14:03Z<p></p>
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<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 12:14, 4 August 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l30" >Line 30:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. It also gives players a solid foundation for having a [[Determinable Chance to Succeed]] with the activities linked to the specific [[Skills]]. When [[Skills]] are used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. It also gives players a solid foundation for having a [[Determinable Chance to Succeed]] with the activities linked to the specific [[Skills]]. When [[Skills]] are used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions<ins class="diffchange diffchange-inline">]] in related to [[Characters</ins>]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]] and especially in those with [[Teams]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]] and especially in those with [[Teams]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Instantiate ===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Attributes]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Attributes]],  </div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div><del style="font-weight: bold; text-decoration: none;">[[Character Defining Actions]], </del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characteristics]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Characteristics]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Competence Areas]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Competence Areas]],  </div></td></tr>
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<td colspan="2" class="diff-lineno">Line 49:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Privileged Abilities]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Privileged Abilities]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Varied Gameplay]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Varied Gameplay]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">==== with [[Characters]] ====</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Character Defining Actions]] </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Multiplayer Games]] or [[Teams]] ====</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Multiplayer Games]] or [[Teams]] ====</div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=22501&oldid=prevStaffan Björk at 08:34, 31 July 20152015-07-31T08:34:52Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:34, 31 July 2015</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l32" >Line 32:</td>
<td colspan="2" class="diff-lineno">Line 32:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. It also gives players a solid foundation for having a [[Determinable Chance to Succeed]] with the activities linked to the specific [[Skills]]. When [[Skills]] are used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. It also gives players a solid foundation for having a [[Determinable Chance to Succeed]] with the activities linked to the specific [[Skills]]. When [[Skills]] are used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games<ins class="diffchange diffchange-inline">]] and especially in those with [[Teams</ins>]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Relations ==</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l51" >Line 51:</td>
<td colspan="2" class="diff-lineno">Line 51:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Varied Gameplay]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Varied Gameplay]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Multiplayer Games]] ====</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>==== with [[Multiplayer Games<ins class="diffchange diffchange-inline">]] or [[Teams</ins>]] ====</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Team Combos]]</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Team Combos]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=20015&oldid=prevStaffan Björk at 11:49, 31 December 20142014-12-31T11:49:25Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 11:49, 31 December 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l13" >Line 13:</td>
<td colspan="2" class="diff-lineno">Line 13:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are typically used in games to provide ranges in competence regarding [[Abilities]], allow [[Competence Areas]], explain [[Privileged Abilities]], and create [[Orthogonal Differentiation]] for diegetic entities such as [[Characters]] and [[Units]]. Areas which need to be considered when designing [[Skills]] for use in games include: which [[Skills]] exist and how do they concretely influence gameplay, do they contain additional information specific to each diegetic agent possessing the [[Skills]], and can they be acquired or their [[Skills|Skill]] levels can change during gameplay. [[Skills]] can either be used directly to see if actions are successful or not but typically [[Dice]] are used to create possibilities of success and failure depending on [[Skills|Skill]] levels; when diegetic [[Agents]] use [[Skills]] that influence each other this is most often solved through determining the success and failure of each and letting the relative different determine the overall effect. Additional unpredictability regarding results can be achieved through [[Open-Ended Die Rolls]] or [[Critical Results]] whenever [[Dice]] are used.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are typically used in games to provide ranges in competence regarding [[Abilities]], allow [[Competence Areas]], explain [[Privileged Abilities]], and create [[Orthogonal Differentiation]] for diegetic entities such as [[Characters]] and [[Units]]. Areas which need to be considered when designing [[Skills]] for use in games include: which [[Skills]] exist and how do they concretely influence gameplay, do they contain additional information specific to each diegetic agent possessing the [[Skills]], and can they be acquired or their [[Skills|Skill]] levels can change during gameplay. [[Skills]] can either be used directly to see if actions are successful or not but typically [[Dice]] are used to create possibilities of success and failure depending on [[Skills|Skill]] levels; when diegetic [[Agents]] use [[Skills]] that influence each other this is most often solved through determining the success and failure of each and letting the relative different determine the overall effect. Additional unpredictability regarding results can be achieved through [[Open-Ended Die Rolls]] or [[Critical Results]] <ins class="diffchange diffchange-inline">(either through [[Critical Failures]], [[Critical Successes]], or both) </ins>whenever [[Dice]] are used<ins class="diffchange diffchange-inline">. [[Skills|Skill]] levels typical affect the probabilities of [[Critical Results]] however, so the patterns can modulate each other</ins>.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The number of [[Skills]] that make sense in a game naturally depends on the scope of the game and the level of detail wanted. Some games, e.g. [[Talisman]], make due with very few [[Skills]] but other games, e.g. [[GURPS]] have hundreds of skills (especially when they instantiate [[Crafting]]) and this can create [[Complex Gameplay]]. [[Skills|Skill-based]] actions can either have dynamic or static evaluation. Static evaluation promotes [[Predictable Consequences]] but may ruin the [[Exaggerated Perception of Influence]]  if players can notice exactly what is possible and what is not. Dynamic evaluation usually contains some form of [[Randomness]] and thereby gives players the chance to have [[Luck]]. [[Real-Time Games]] usually let the success or failure depend on how players performs action but let [[Skills|Skill]] levels affect the difficulty (i.e. by creating [[Player/Character Skill Composites]]) or by allowing [[Privileged Abilities]]. Supporting [[Aim & Shoot]] actions is an example of the former and is used in the game [[Borderlands]]. For [[Turn-Based Games]], it is more common for success or failure to depend entirely on [[Skills]], although [[Game Masters]] of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often modify the difficulty depending on how the players have planned to perform the actions.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The number of [[Skills]] that make sense in a game naturally depends on the scope of the game and the level of detail wanted. Some games, e.g. [[Talisman]], make due with very few [[Skills]] but other games, e.g. [[GURPS]] have hundreds of skills (especially when they instantiate [[Crafting]]) and this can create [[Complex Gameplay]]. [[Skills|Skill-based]] actions can either have dynamic or static evaluation. Static evaluation promotes [[Predictable Consequences]] but may ruin the [[Exaggerated Perception of Influence]]  if players can notice exactly what is possible and what is not. Dynamic evaluation usually contains some form of [[Randomness]] and thereby gives players the chance to have [[Luck]]. [[Real-Time Games]] usually let the success or failure depend on how players performs action but let [[Skills|Skill]] levels affect the difficulty (i.e. by creating [[Player/Character Skill Composites]]) or by allowing [[Privileged Abilities]]. Supporting [[Aim & Shoot]] actions is an example of the former and is used in the game [[Borderlands]]. For [[Turn-Based Games]], it is more common for success or failure to depend entirely on [[Skills]], although [[Game Masters]] of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often modify the difficulty depending on how the players have planned to perform the actions.  </div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l67" >Line 67:</td>
<td colspan="2" class="diff-lineno">Line 67:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Controllers]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Controllers]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Failures]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Hits]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Hits]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Misses]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Misses]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Results]], </ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Successes]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Enemies]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Enemies]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Navigation]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Navigation]],  </div></td></tr>
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<td colspan="2" class="diff-lineno">Line 89:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Development]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Development]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Levels]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Levels]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Failures]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Results]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Results]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Successes]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Damage]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Damage]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Debuffs]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Debuffs]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=19985&oldid=prevStaffan Björk at 10:45, 29 December 20142014-12-29T10:45:36Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 10:45, 29 December 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l17" >Line 17:</td>
<td colspan="2" class="diff-lineno">Line 17:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The number of [[Skills]] that make sense in a game naturally depends on the scope of the game and the level of detail wanted. Some games, e.g. [[Talisman]], make due with very few [[Skills]] but other games, e.g. [[GURPS]] have hundreds of skills (especially when they instantiate [[Crafting]]) and this can create [[Complex Gameplay]]. [[Skills|Skill-based]] actions can either have dynamic or static evaluation. Static evaluation promotes [[Predictable Consequences]] but may ruin the [[Exaggerated Perception of Influence]]  if players can notice exactly what is possible and what is not. Dynamic evaluation usually contains some form of [[Randomness]] and thereby gives players the chance to have [[Luck]]. [[Real-Time Games]] usually let the success or failure depend on how players performs action but let [[Skills|Skill]] levels affect the difficulty (i.e. by creating [[Player/Character Skill Composites]]) or by allowing [[Privileged Abilities]]. Supporting [[Aim & Shoot]] actions is an example of the former and is used in the game [[Borderlands]]. For [[Turn-Based Games]], it is more common for success or failure to depend entirely on [[Skills]], although [[Game Masters]] of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often modify the difficulty depending on how the players have planned to perform the actions.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The number of [[Skills]] that make sense in a game naturally depends on the scope of the game and the level of detail wanted. Some games, e.g. [[Talisman]], make due with very few [[Skills]] but other games, e.g. [[GURPS]] have hundreds of skills (especially when they instantiate [[Crafting]]) and this can create [[Complex Gameplay]]. [[Skills|Skill-based]] actions can either have dynamic or static evaluation. Static evaluation promotes [[Predictable Consequences]] but may ruin the [[Exaggerated Perception of Influence]]  if players can notice exactly what is possible and what is not. Dynamic evaluation usually contains some form of [[Randomness]] and thereby gives players the chance to have [[Luck]]. [[Real-Time Games]] usually let the success or failure depend on how players performs action but let [[Skills|Skill]] levels affect the difficulty (i.e. by creating [[Player/Character Skill Composites]]) or by allowing [[Privileged Abilities]]. Supporting [[Aim & Shoot]] actions is an example of the former and is used in the game [[Borderlands]]. For [[Turn-Based Games]], it is more common for success or failure to depend entirely on [[Skills]], although [[Game Masters]] of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often modify the difficulty depending on how the players have planned to perform the actions.  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>The simplest forms of [[Skills]], e.g. used in [[Bloodbowl]] are labels that signify access to [[Privileged Abilities]] or [[Performance Modifiers]] such as numerical bonuses. Slightly more complex is providing numerical attributes to how good or bad one is with each [[Skills|Skill]], something that can be an [[Attributes|Attribute]] in itself (e.g. [[Call of Cthulhu]] or [[Fallen Reich]]) or be a relative value linked to other [[Attributes]] (e.g. [[GURPS]]). Additional details (basically [[Performance Modifiers]]) can be added by providing bonuses within ''specialties'' and giving penalties if one does not have the appropriate ''familiarities'' with specific contexts (both these exist in [[GURPS]]); quite naturally, including such details make for [[Complex Gameplay]]. Regardless, [[Skills]] quite often affect [[Combat]] if both patterns are present in a game and likewise the chance of [[Critical Hits]] if these exist are typically affected by [[Skills|Skill]] levels (e.g. [[Hârnmaster]]). For games with [[Variable Accuracy]], [[Skills]] can improve this to make players more likely to hit where they aim. Other examples of how [[Skills]] can affect gameplay is to allow [[Crafting]], permit the use of specific [[Controllers]] or [[Tools]], and affect how well [[Health]] can be restored through healing.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>The simplest forms of [[Skills]], e.g. used in [[Bloodbowl]] are labels that signify access to [[Privileged Abilities]] or [[Performance Modifiers]] such as numerical bonuses. Slightly more complex is providing numerical attributes to how good or bad one is with each [[Skills|Skill]], something that can be an [[Attributes|Attribute]] in itself (e.g. [[Call of Cthulhu]] or [[Fallen Reich]]) or be a relative value linked to other [[Attributes]] (e.g. [[GURPS]]). Additional details (basically [[Performance Modifiers]]) can be added by providing bonuses within ''specialties'' and giving penalties if one does not have the appropriate ''familiarities'' with specific contexts (both these exist in [[GURPS]]); quite naturally, including such details make for [[Complex Gameplay]]. Regardless, [[Skills]] quite often affect [[Combat]] if both patterns are present in a game and likewise the chance of [[Critical Hits<ins class="diffchange diffchange-inline">]] or [[Critical Misses</ins>]] if these exist are typically affected by [[Skills|Skill]] levels (e.g. [[Hârnmaster]]). For games with [[Variable Accuracy]], [[Skills]] can improve this to make players more likely to hit where they aim. Other examples of how [[Skills]] can affect gameplay is to allow [[Crafting]], permit the use of specific [[Controllers]] or [[Tools]], and affect how well [[Health]] can be restored through healing.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>Being able to choose which [[Skills]] one should have and what levels one should have in these is a common feature for systems that support [[Player-Created Characters]]. Games supporting this often do this through some form of [[Budgeted Action Points]], which may be used also for [[Attributes]], [[Advantages]], [[Disadvantages]], [[Powers]], and [[Equipment]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l68" >Line 68:</td>
<td colspan="2" class="diff-lineno">Line 68:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Hits]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Critical Hits]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Critical Misses]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Enemies]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Enemies]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Navigation]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Game World Navigation]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=19799&oldid=prevStaffan Björk at 12:56, 15 December 20142014-12-15T12:56:43Z<p></p>
<table class='diff diff-contentalign-left'>
<col class='diff-marker' />
<col class='diff-content' />
<col class='diff-marker' />
<col class='diff-content' />
<tr style='vertical-align: top;' lang='en'>
<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 12:56, 15 December 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l30" >Line 30:</td>
<td colspan="2" class="diff-lineno">Line 30:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. When <del class="diffchange diffchange-inline">this is </del>used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Characteristics]] (often [[Attributes]]) describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas<ins class="diffchange diffchange-inline">]]. It also gives players a solid foundation for having a [[Determinable Chance to Succeed]] with the activities linked to the specific [[Skills</ins>]]. When <ins class="diffchange diffchange-inline">[[Skills]] are </ins>used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td></tr>
<tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l42" >Line 42:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Complex Gameplay]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Complex Gameplay]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Crafting]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Determinable Chance to Succeed]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Competence]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Gain Competence]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Orthogonal Differentiation]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Orthogonal Differentiation]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=19543&oldid=prevStaffan Björk at 13:50, 14 October 20142014-10-14T13:50:25Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 13:50, 14 October 2014</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Consequences ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of [[Attributes]] describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. When this is used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are a form of <ins class="diffchange diffchange-inline">[[Characteristics]] (often </ins>[[Attributes]]<ins class="diffchange diffchange-inline">) </ins>describing how well one can perform activities that at least diegetically can be improved through training. This provides one way of differentiating [[Avatars]] and [[Characters]] and thereby giving players [[Competence Areas]]. When this is used to create [[Privileged Abilities]], it promotes [[Varied Gameplay]] and being able to choose what [[Skills]] to improve in a game can be seen as a form of [[Character Defining Actions]]. Given that [[Skills]] represent chances of succeeding with activities, the use of them can affect how well players can perceive [[Predictable Consequences]] from their intended actions. The possibility to increase [[Skills]] is one way in which games can provide players with [[Gain Competence]] goals. [[Skills]] can naturally also be used to create differences in [[Companions]] and [[Enemies]] in addition to doing so in player-controlled entities, and limit the usefulness of [[Mules]].</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] that directly affect how well players can perform physical actions, e.g. aiming in [[Aim & Shoot]] activities, give rise to [[Player/Character Skill Composites]]. In [[Multiplayer Games]], difference in [[Skills|Skill]] levels can both encourage [[Team Combos]] but create problems with [[Player Balance]].</div></td></tr>
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<td colspan="2" class="diff-lineno">Line 38:</td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Attributes]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Attributes]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Defining Actions]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Character Defining Actions]],  </div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Characteristics]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Competence Areas]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Competence Areas]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Complex Gameplay]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Complex Gameplay]],  </div></td></tr>
</table>Staffan Björkhttp://virt10.itu.chalmers.se/index.php?title=Skills&diff=19289&oldid=prevStaffan Björk at 08:46, 15 September 20142014-09-15T08:46:57Z<p></p>
<table class='diff diff-contentalign-left'>
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<td colspan='2' style="background-color: white; color:black; text-align: center;">← Older revision</td>
<td colspan='2' style="background-color: white; color:black; text-align: center;">Revision as of 08:46, 15 September 2014</td>
</tr><tr><td colspan="2" class="diff-lineno" id="mw-diff-left-l13" >Line 13:</td>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>== Using the pattern ==</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are typically used in games to allow [[Competence Areas]], explain [[Privileged Abilities]], and create [[Orthogonal Differentiation]] for diegetic entities such as [[Characters]] and [[Units]]. Areas which need to be considered when designing [[Skills]] for use in games include: which [[Skills]] exist and how do they concretely influence gameplay, do they contain additional information specific to each diegetic agent possessing the [[Skills]], and can they be acquired or their [[Skills|Skill]] levels can change during gameplay. [[Skills]] can either be used directly to see if actions are successful or not but typically [[Dice]] are used to create possibilities of success and failure depending on [[Skills|Skill]] levels; when diegetic [[Agents]] use [[Skills]] that influence each other this is most often solved through determining the success and failure of each and letting the relative different determine the overall effect. Additional unpredictability regarding results can be achieved through [[Open-Ended Die Rolls]] or [[Critical Results]] whenever [[Dice]] are used.</div></td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div>[[Skills]] are typically used in games to <ins class="diffchange diffchange-inline">provide ranges in competence regarding [[Abilities]], </ins>allow [[Competence Areas]], explain [[Privileged Abilities]], and create [[Orthogonal Differentiation]] for diegetic entities such as [[Characters]] and [[Units]]. Areas which need to be considered when designing [[Skills]] for use in games include: which [[Skills]] exist and how do they concretely influence gameplay, do they contain additional information specific to each diegetic agent possessing the [[Skills]], and can they be acquired or their [[Skills|Skill]] levels can change during gameplay. [[Skills]] can either be used directly to see if actions are successful or not but typically [[Dice]] are used to create possibilities of success and failure depending on [[Skills|Skill]] levels; when diegetic [[Agents]] use [[Skills]] that influence each other this is most often solved through determining the success and failure of each and letting the relative different determine the overall effect. Additional unpredictability regarding results can be achieved through [[Open-Ended Die Rolls]] or [[Critical Results]] whenever [[Dice]] are used.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The number of [[Skills]] that make sense in a game naturally depends on the scope of the game and the level of detail wanted. Some games, e.g. [[Talisman]], make due with very few [[Skills]] but other games, e.g. [[GURPS]] have hundreds of skills (especially when they instantiate [[Crafting]]) and this can create [[Complex Gameplay]]. [[Skills|Skill-based]] actions can either have dynamic or static evaluation. Static evaluation promotes [[Predictable Consequences]] but may ruin the [[Exaggerated Perception of Influence]]  if players can notice exactly what is possible and what is not. Dynamic evaluation usually contains some form of [[Randomness]] and thereby gives players the chance to have [[Luck]]. [[Real-Time Games]] usually let the success or failure depend on how players performs action but let [[Skills|Skill]] levels affect the difficulty (i.e. by creating [[Player/Character Skill Composites]]) or by allowing [[Privileged Abilities]]. Supporting [[Aim & Shoot]] actions is an example of the former and is used in the game [[Borderlands]]. For [[Turn-Based Games]], it is more common for success or failure to depend entirely on [[Skills]], although [[Game Masters]] of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often modify the difficulty depending on how the players have planned to perform the actions.  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>The number of [[Skills]] that make sense in a game naturally depends on the scope of the game and the level of detail wanted. Some games, e.g. [[Talisman]], make due with very few [[Skills]] but other games, e.g. [[GURPS]] have hundreds of skills (especially when they instantiate [[Crafting]]) and this can create [[Complex Gameplay]]. [[Skills|Skill-based]] actions can either have dynamic or static evaluation. Static evaluation promotes [[Predictable Consequences]] but may ruin the [[Exaggerated Perception of Influence]]  if players can notice exactly what is possible and what is not. Dynamic evaluation usually contains some form of [[Randomness]] and thereby gives players the chance to have [[Luck]]. [[Real-Time Games]] usually let the success or failure depend on how players performs action but let [[Skills|Skill]] levels affect the difficulty (i.e. by creating [[Player/Character Skill Composites]]) or by allowing [[Privileged Abilities]]. Supporting [[Aim & Shoot]] actions is an example of the former and is used in the game [[Borderlands]]. For [[Turn-Based Games]], it is more common for success or failure to depend entirely on [[Skills]], although [[Game Masters]] of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often modify the difficulty depending on how the players have planned to perform the actions.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Modulate ===</div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>=== Can Modulate ===</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;"><div><ins style="font-weight: bold; text-decoration: none;">[[Abilities]], </ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Aim & Shoot]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Aim & Shoot]],  </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Avatars]],  </div></td><td class='diff-marker'> </td><td style="background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;"><div>[[Avatars]],  </div></td></tr>
</table>Staffan Björk