Units

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Disposable game elements under the control of the game system or players that are either interacted with on a group level or have no individual distinguishing features from a set of other game elements.

Units is the term for game elements whose influence on gameplay is often considered from a group perspective, and whose uniqueness is not relevant for said gameplay. The Units may have different actions and attributes associated with them but as players controls or interacts with many Units simultanously, the loss of single units is seldom the cause of losing a game.

Examples

Real-time strategy (RTS) games such as the Starcraft series and the Age of Empires series make heavy use of Units, where the choice and use of the different available types of units is one of the strategic skills of the games. Defense of the Ancients is similar, but players have no control over the Units (referred to as creeps).

Pik-Min, a more or less real-time puzzle game, and Lemmings are examples of games that make heavy use of Units, which in these cases are only partly under the player's direct control.

All the pieces in Chess and Stratego (except the king and the flag respectively) are Units since there is not difference between members of the same category (e.g. Rooks, Bishops, and Pawns) and any may be lost without that causing the game to be immediately lost. In Bloodbowl, players control teams playing a version of American football in a fantasy setting and the team members (except star players) start indistinguishable from each other.

In the board game Space Hulk, one of the players controls an essentially unlimited amount of Units, called genestealers, which are replenished endlessly. The opposing player has a preset number of Units, called space marines, which are not replenished once lost.

Using the pattern

Agents Freedom of Choice Avatars

Movement

A basic requirement for Units to exist is that players have control over more than one game element, since having only one game element gives rise to the Avatars patterns instead. The patterns are however compatible, as for example in Defense of the Ancients where each player in a Team has a Character but have no control over the many creeps that also fight on their side.

Several design choices have to be made when using Units. The amount of Units available to the players is one of the most fundamental choices. The number of the Units may be preset so that the players have Limited Resources or it may be determined by Randomness, or depending on the player actions, during the set-up phase. When the players can affect the number of Units they may have during the gameplay, these Units are Renewable Resources and can be rewards for completing sub goals or be produced from Resource Generators or Converters that are under the player's control. The Units themselves may be part of a neutral pool of Resources, which the player can take control over through succeeding with Gain Ownership goals. In most cases, the lifetime of Units is governed by a Producer-Consumer pattern. For example in the Civilization series, the production of Units is done in cities, and the Units can be consumed in Combat through Game Element Removal. Upgrading Producers, or gaining control over new ones, may allow players to give New Abilities to their Units, as players may gain New Abilities as a whole through succeeding with Gain Ownership of enemy Units through Transfer of Control. Population Caps can be used to limit the maximum number of Units available, and by this hindering one form of Positive Feedback Loop related to simply outproducing opponents.

Beyond how many Units are available to players is the decision of when the players can start to use them. Making all possible Units available at the start makes them a Non-Renewable Resource and typically speeds up the game if they can be eliminated during gameplay. Portioning the available Units over time or giving them out as rewards for goals can be used to maintain the Right Level of Complexity and avoid Analysis Paralysis. In games with Population Caps, increasing or decreasing the number of Units allowed can be used as Rewards or Penalties.

The abilities of the Units can either be identical - in order to stress the use of them as a group - or be Asymmetric to encourage Strategic Knowledge related to Combos (most efficiently promoted through [Orthogonal Unit Differentiation]]).

In the latter case, this can increase the value of each Unit as it may not be replaced by another and may promote Stimulated Planning on when and where to use uncommon Units. If the players can control the production of Units, the existence of several different types can promote Varied Gameplay and Tradeoffs, as the players have to decide what types of Units they want to acquire.


The values of different units

Orthogonal Unit Differentiation between Units under the control of different players may set up Paper-Rock-Scissors power relations.

Naturally, game elements that are Units cannot also be Avatars. However, Units can be used as companions to the Avatars; in this case, they can be given various degrees of autonomy or be directly controlled by the Avatar.

Providing players with sufficient information about the current state of theUnits can require the use of a Game State Overview or a Game World that they can view in its entirety. Many games using Units, and especially those where the number of the Units can change over time, make use of a Camera for Third-Person View and a God's Finger to allow the players to navigate the Game World in order to locate and select which Units to use.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Alarms Real-Time Games Agents Avatars Algorithmic Agents Turn Taking Stimulated Planning Enemies Freedom of Choice Enforced Agent Behavior


Units are a form of Resource in games, and often acquiring them represents a form of Investment. Units allow the players to have multipleFocus Loci where they can affect the Game World without affecting Consistent Reality Logic. However, this may make it difficult to attain the Right Level of Complexity due to Attention Swapping. This is especially likely if the game does not support a Game State Overview, which shows relevant information about each player's Units. Units are often targets of the Damages from Deadly Traps and Combat motivated by other players' Eliminate goals, resulting either in the destruction of the Units or in Decreased Abilities of those Units. The Penalties of losing the Units are often Ability Losses, and the player controlling the Units may have Evade and Survive goals.

Various Units can have different Limited Set of Actions by making use of Orthogonal Unit Differentiation, so using them can require the players to make Tradeoffs between different types of Units. Performing the Attention Swapping between Units is most commonly enabled by another Focus Loci, a God's Finger. Different stages of the gameplay can further require different types of Units, allowing Varied Gameplay. The different abilities of the Units do not have to be inherent; the use of Tools can explain various Privileged Abilities.

Units let the players simulate Team Play so they can set up complex actions as well as Extended Actions by coordinating the individual actions of several Units. This allows Stimulated Planning and allows the players to do Resource Management on a higher level than using Avatars, as the destruction or death of the Units may in some cases even be advantageous and necessary. Thus Units can be seen as a use of Parallel Lives which in contrast to Avatars are more or less dispensable.

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Potentially Conflicting With

History

A rewrite of a pattern 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.

Acknowledgments