Difference between revisions of "Tools"

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== Using the pattern ==
 
== 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 allow or affect [[Damage]], or dictate how [[Aim & Shoot]] is done in [[Combat]] (but some [[Tools]] are meant as diegetic tools but can be used as improvised [[Weapons]]). Maybe not too surprising given this, [[Tools]] allowing the regain of [[Health]] are also common. Other [[Tools]] allow or 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]].  
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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 allow or affect [[Damage]], or dictate how [[Aim & Shoot]] is done in [[Combat]] (but some [[Tools]] are meant as diegetic tools but can be used as improvised [[Weapons]]). Maybe not too surprising given this, [[Tools]] allowing the regain of [[Health]] are also common. Other [[Tools]] allow or 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, [[Achilles' Heels]] to be exploited, or [[Alarms]] to be turned off (or on). Types of [[Tools]] defined by being noticeable game elements in their own right in [[Game Worlds]] include [[Installations]], [[Self-Service Kiosks]], and [[Vehicles]].  
  
 
The use of [[Tools]] can be designed so it require player actions to be successfully completed, e.g. [[Aim & Shoot]].
 
The use of [[Tools]] can be designed so it require player actions to be successfully completed, e.g. [[Aim & Shoot]].
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[[Achilles' Heels]],  
 
[[Achilles' Heels]],  
 
[[Aim & Shoot]],  
 
[[Aim & Shoot]],  
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[[Alarms]],
 
[[Avatars]],  
 
[[Avatars]],  
 
[[Characters]],  
 
[[Characters]],  

Revision as of 00:10, 10 May 2011

Game elements used to provide actions, or make them easier to perform, 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 detailed rules for Tools that give bonuses to various skills if the player characters have them, and have entire source books dedicated to Tools and other game items[1][2][3] (Dungeons and Dragons have these as well[4][5]).

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 allow or affect Damage, or dictate how Aim & Shoot is done in Combat (but some Tools are meant as diegetic tools but can be used as improvised Weapons). Maybe not too surprising given this, Tools allowing the regain of Health are also common. Other Tools allow or 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, Achilles' Heels to be exploited, or Alarms to be turned off (or on). Types of Tools defined by being noticeable game elements in their own right in Game Worlds include Installations, Self-Service Kiosks, and Vehicles.

The use of Tools can be designed so it require player actions to be successfully completed, e.g. Aim & Shoot.

Where and when they can be acquired is an important consideration regarding Tools, and may make places into Strategic Locations. This may be modified by Difficulty Levels, and this is especially common for Tools to replenish Health. Besides what actions are affected and how common the Tools are, 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. Tools that only can be used once are quite closely related to Power-Ups but differ in that players can choose when to used them - the most common case of this type of Tools are probably those that restore Health. 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.

Although not as common as for Armor or the more specialized Tools of Weapons, Tools can be used to create Sets.

Diegetic Aspects

Tools are a way of providing Improved or New Abilities without breaking Thematic Consistency. Maintaining Thematic Consistency can also be used to explain restrictions of where one can acquire Tools, e.g. only through certain Factions. This can also be used to regulate who can used them also without noticing that Actions Have Diegetically Social Consequences.

Consequences

Tools are Game Items that change how Avatars, Characters, or Units (all which may be Enemies) work in games by being Equipment that provide 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.

In Multiplayer Games the presence of usable Tools can give rise to Trading, and even the Game Element Trading and its associated Extra-Game Consequences, unless made impossible by game rules.

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. They may also cause problems with Player Balance in Multiplayer Games since those in possession of Tools may have a distinct advantage.

Relations

Can Instantiate

Actions Have Diegetically Social Consequences, Aim & Shoot, Buffs, Combos, Crafting, Equipment, 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, Sets, Strategic Locations, Thematic Consistency, Weapons

with Cooldown

Risk/Reward

with Resources or Deterioration

Tradeoffs

with Multiplayer Games

Game Element Trading, Trading

with Game Element Trading

Extra-Game Consequences

Can Modulate

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

Can Be Instantiated By

Installations, Self-Service Kiosks, Vehicles, Weapons

Can Be Modulated By

Cooldown, Deterioration, Difficulty Levels, Factions, Powers, Privileged Abilities, Resources, Skills, Thematic Consistency

Possible Closure Effects

-

Potentially Conflicting With

Player Balance in Multiplayer Games

History

An update of the pattern Tools that was part of the original collection in the book Patterns in Game Design[6].

References

  1. Official page for the Low-Tech sourcebook for GURPS.
  2. Official page for the High-Tech sourcebook for GURPS.
  3. Official page for the Ultra-Tech sourcebook for GURPS.
  4. Official page for the Adventurer's Vault book for Dungeons & Dragons.
  5. Official page for the Adventurer's Vault 2 book for Dungeons & Dragons.
  6. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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