Temporary Abilities

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Abilities only available for limited periods of game time.

This pattern is a still a stub.

Examples

Power-Ups in many action games only provide Temporary Abilities for short periods of time, e.g. the Quad Damage in the Quake series gives four times the normal damage but only for a brief period of time while the metal cap in Super Mario 64 temporarily makes Mario sink in water and invincible.


Using the pattern

Gameplay may not begin simultaneously for all players. For games with Drop-In/Drop-Out gameplay, Temporary Abilities may be appropriate for newly arrived players to either provide Player Balance or give them an Exaggerated Perception of Influence.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Balancing Effects, Varied Gameplay, Exaggerated Perception of Influence

Can Modulate

Abilities, Drop-In/Drop-Out

Can Be Instantiated By

Buffs, Power-Ups

New Abilities together with Time Limits

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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