Difference between revisions of "Tools"

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== Using the pattern ==
 
== Using the pattern ==
The fundamental characteristics of [[Tools]] are the actions they support. They can support actions by giving [[Improved Abilities]], either through [[Buffs]] or through increases in [[Skills]], or by giving [[New Abilities]] that may also be [[Privileged Abilities]]. A common functional type of [[Tools]] are [[Weapons]] to affect [[Damage]] or how [[Aim & Shoot]] is done in [[Combat]]. Other [[Tools]] affect [[Crafting]], [[Farming]], and [[Privileged Movement]] (e.g. grappling hooks in [[Just Cause 2]]). Effects more specific that [[Tools]] can have is allowing [[Controllers]] to be activated and allowing [[Achilles' Heels]] to be exploited. Types of [[Tools]] defined by being noticeable game elements in their own right in [[Game Worlds]] include [[Installations]], [[Self-Service Kiosks]], and [[Vehicles]]. [[Environmental Effects]] are also noticeable, although not individual objects in [[Game Worlds]] that can be [[Tools]] when they provide [[Buffs]] since players may be able to choose if they wish to be affected by them or not.
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Besides the design choices available to all [[Game Items]], the fundamental characteristic of [[Tools]] are which actions they support. They can support actions by giving [[Improved Abilities]], either through [[Buffs]] or through increases in [[Skills]], or by giving [[New Abilities]] that may also be [[Privileged Abilities]]. A common functional type of [[Tools]] are [[Weapons]] to affect [[Damage]] or how [[Aim & Shoot]] is done in [[Combat]]. Other [[Tools]] affect [[Crafting]], [[Farming]], and [[Privileged Movement]] (e.g. grappling hooks in [[Just Cause 2]]). Effects more specific that [[Tools]] can have is allowing [[Controllers]] to be activated and allowing [[Achilles' Heels]] to be exploited. Types of [[Tools]] defined by being noticeable game elements in their own right in [[Game Worlds]] include [[Installations]], [[Self-Service Kiosks]], and [[Vehicles]]. [[Environmental Effects]] are also noticeable, although not individual objects in [[Game Worlds]] that can be [[Tools]] when they provide [[Buffs]] since players may be able to choose if they wish to be affected by them or not.
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Besides what actions are affected, several other design options exist regarding [[Tools]]. One is which [[Units]] or [[Avatars]] can use the [[Tools]], possibly controlled by the presence or absence [[Powers]], [[Privileged Abilities]], or [[Skills]]. Another option is which begin with them, and this can be more important for [[Tools]] than other [[Game Items]] if [[Enemies]] can use them as well. A third option relate to adding [[Tradeoffs]] or [[Risk/Reward]] considerations by linked the use of [[Tools]] to the consumption of [[Resources]], the activation of [[Cooldown]] periods, or their [[Deterioration]]. Finally, game designers need to consider if the usage of several [[Tools]] together simultaneously should be allowed, and if so if it should give rise to [[Combos]].  
  
 
[[Alarms]]
 
[[Alarms]]
[[Enemies]]
 
  
  
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[[Extra-Game Consequences]]
 
[[Extra-Game Consequences]]
 
[[Construction]]
 
[[Construction]]
[[Cooldown]]
 
  
[[Sets]]
 
  
 
[[Grinding]]
 
[[Grinding]]
 
[[Quests]]
 
[[Quests]]
 
 
Depending on how actions of the Tools have been set up, several other design choices need to be made: which Units or Avatars can use the Tool? Does the use of the Tool require specific skills or does it consume Resources? Is there a limit on how long a time or how many times a Tool can be used? Can Tools be combined? Is there a limit on the amount of Tools that can be carried? Are the Tools available to a player when creating a Character and giving it abilities? Can some Tools be acquired directly after Spawning?
 
 
One aspect of [[Tools]] is how they should be acquired. While some [[Tools]] can be gotten through [[Trading]] or as [[Rewards]], [[Tools]] can also be [[Pick-Ups]], i.e. existing as game elements in [[Game Worlds]] and [[Levels]] before being acquired, possible through appearing as [[Loot]]. It is also possible to combine [[Tools]] with other kinds of game elements such as [[Helpers]].
 
 
  
  
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== Consequences ==
 
== Consequences ==
[[Tools]] are [[Game Items]] that change how [[Avatars]], [[Characters]], or [[Units]] work in games by providing ways to temporarily or permanently provide [[Improved Abilities|Improved]] or [[New Abilities]]. Depending on how common the [[Tools]] are, they may or not give [[Privileged Abilities]], and when affected by [[Deterioration]] they can be [[Limited Resources]]. As [[Tools]] can give [[New Abilities|New]] or [[Privileged Abilities]], they allow the fulfillment of [[Gain Competence]] goals.
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[[Tools]] are [[Game Items]] that change how [[Avatars]], [[Characters]], or [[Units]] (all which may be [[Enemies]]) work in games by providing ways to temporarily or permanently provide [[Improved Abilities|Improved]] or [[New Abilities]]. Depending on how common the [[Tools]] are, they may or not give [[Privileged Abilities]], and when affected by [[Deterioration]] they can be [[Limited Resources]]. As [[Tools]] can give [[New Abilities|New]] or [[Privileged Abilities]], they allow the fulfillment of [[Gain Competence]] goals.
  
 
Since they can change the outcome of actions done by [[Avatars]] or [[Units]], they provide a way of constructing [[Player/Character Skill Composites]]. The change can also lead to players having an [[Exaggerated Perception of Influence]], and if players can choose between which [[Tools]] to use this provides a [[Freedom of Choice]].
 
Since they can change the outcome of actions done by [[Avatars]] or [[Units]], they provide a way of constructing [[Player/Character Skill Composites]]. The change can also lead to players having an [[Exaggerated Perception of Influence]], and if players can choose between which [[Tools]] to use this provides a [[Freedom of Choice]].
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Buffs]],  
 
[[Buffs]],  
 +
[[Combos]],
 
[[Crafting]],  
 
[[Crafting]],  
 
[[Exaggerated Perception of Influence]],  
 
[[Exaggerated Perception of Influence]],  
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[[Privileged Abilities]],  
 
[[Privileged Abilities]],  
 
[[Privileged Movement]]
 
[[Privileged Movement]]
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 +
==== with [[Resources]] or [[Deterioration]] ====
 +
[[Tradeoffs]]
 +
 +
==== with [[Cooldown]] ====
 +
[[Risk/Reward]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Controllers]],  
 
[[Controllers]],  
 
[[Damage]],  
 
[[Damage]],  
[[Game Worlds]],
+
[[Enemies]],  
[[Levels]],  
+
 
[[Skills]],  
 
[[Skills]],  
 
[[Units]]
 
[[Units]]
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[[Environmental Effects]],  
 
[[Environmental Effects]],  
 
[[Installations]],  
 
[[Installations]],  
[[Rewards]],
 
 
[[Self-Service Kiosks]],  
 
[[Self-Service Kiosks]],  
 
[[Vehicles]],  
 
[[Vehicles]],  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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+
[[Cooldown]],
 +
[[Deterioration]],
 +
[[Powers]],
 +
[[Privileged Abilities]],
 +
[[Resources]],
 +
[[Skills]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 19:58, 8 April 2011

Game elements used to provide or easy actions in game worlds.

Tools are game elements that enable players' avatars and units to perform actions better that usual, or perform actions otherwise unavailable to them. By being separate entities that can exist independently of avatars or units, Tools can be designed so that they can be picked up, dropped, destroyed, traded, and so on.

Examples

Roleplaying games Dungeons and Dragons and Hârnmaster make intense use of Tools, often in the form of weapons and armors to affect combat. GURPS includes detail rules for Tools that give bonuses to various skills if the player characters have them.

Weapons are common Tools in many computer games, including Left 4 Dead series, Torchlight, and World of Warcraft. While also doing this, Minecraft and the Team Fortress series, through dispensers and sentry guns respectively, allow players to create Tools that can act independently in combat, needing only to be resupplied. Minecraft and Ultima Online also have various Tools to support crafting and farming. Players of Just Cause 2 and The Legend of Zelda: The Wind Waker (and some mods and expansions for the Quake series) can find grappling hooks that allow players to move by swinging.

Using the pattern

Besides the design choices available to all Game Items, the fundamental characteristic of Tools are which actions they support. They can support actions by giving Improved Abilities, either through Buffs or through increases in Skills, or by giving New Abilities that may also be Privileged Abilities. A common functional type of Tools are Weapons to affect Damage or how Aim & Shoot is done in Combat. Other Tools affect Crafting, Farming, and Privileged Movement (e.g. grappling hooks in Just Cause 2). Effects more specific that Tools can have is allowing Controllers to be activated and allowing Achilles' Heels to be exploited. Types of Tools defined by being noticeable game elements in their own right in Game Worlds include Installations, Self-Service Kiosks, and Vehicles. Environmental Effects are also noticeable, although not individual objects in Game Worlds that can be Tools when they provide Buffs since players may be able to choose if they wish to be affected by them or not.

Besides what actions are affected, several other design options exist regarding Tools. One is which Units or Avatars can use the Tools, possibly controlled by the presence or absence Powers, Privileged Abilities, or Skills. Another option is which begin with them, and this can be more important for Tools than other Game Items if Enemies can use them as well. A third option relate to adding Tradeoffs or Risk/Reward considerations by linked the use of Tools to the consumption of Resources, the activation of Cooldown periods, or their Deterioration. Finally, game designers need to consider if the usage of several Tools together simultaneously should be allowed, and if so if it should give rise to Combos.

Alarms


Multiplayer Games Factions Extra-Game Consequences Construction


Grinding Quests


Diegetic Aspects

Tools are a way of providing Improved or New Abilities without breaking Diegetic Consistency.

Consequences

Tools are Game Items that change how Avatars, Characters, or Units (all which may be Enemies) work in games by providing ways to temporarily or permanently provide Improved or New Abilities. Depending on how common the Tools are, they may or not give Privileged Abilities, and when affected by Deterioration they can be Limited Resources. As Tools can give New or Privileged Abilities, they allow the fulfillment of Gain Competence goals.

Since they can change the outcome of actions done by Avatars or Units, they provide a way of constructing Player/Character Skill Composites. The change can also lead to players having an Exaggerated Perception of Influence, and if players can choose between which Tools to use this provides a Freedom of Choice.

Relations

Can Instantiate

Buffs, Combos, Crafting, Exaggerated Perception of Influence, Farming, Freedom of Choice, Gain Competence, Gain Ownership, Game Items, Improved Abilities, Limited Resources, New Abilities, Player/Character Skill Composites, Privileged Abilities, Privileged Movement

with Resources or Deterioration

Tradeoffs

with Cooldown

Risk/Reward

Can Modulate

Achilles' Heels, Aim & Shoot, Avatars, Characters, Combat, Controllers, Damage, Enemies, Skills, Units

Can Be Instantiated By

Environmental Effects, Installations, Self-Service Kiosks, Vehicles, Weapons

Can Be Modulated By

Cooldown, Deterioration, Powers, Privileged Abilities, Resources, Skills

Possible Closure Effects

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Potentially Conflicting With

-

History

An update of the pattern Tools that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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