Difference between revisions of "Upgrades"

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silencers
 
silencers
 
scopes
 
scopes
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Although [[Upgrades]] need to be [[Equipment]] - they are to be equip other [[Equipment]] - they do not need to be [[Diegetically Tangible Game Items]].
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=== Can Modulate ===
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[[Armor]],
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[[Crafting]],
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[[Equipment]],
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[[Sockets]],
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[Upgrades]] are a type of [[Equipment]] that can provide additional [[Improved Abilities]] to other pieces of [[Equipment]]. They provide players with a [[Freedom of Choice]] since the improvements can be done whenever they wish, but doing them are often [[Irreversible Events]] and thereby force players to make [[Tradeoffs]] decisions between different types of [[Upgrades]].
[[Equipment]],
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[[Freedom of Choice]],
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[[Improved Abilities]],  
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[[Irreversible Events]]
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=== Can Modulate ===
 
[[Armor]],
 
[[Crafting]],
 
[[Equipment]],
 
 
[[Player/Character Skill Composites]],  
 
[[Player/Character Skill Composites]],  
[[Sockets]],
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[[Variable Accuracy]]
 
[[Variable Accuracy]]
  
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[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Improved Abilities]],  
 
[[Improved Abilities]],  
[[Irreversible Events]]
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[[Irreversible Events]],
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[[Tradeoffs]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 08:10, 30 June 2011

Modification to game items to make them more effective.

This pattern is a still a stub.

Examples

Fallout 3 Fallout: New Vegas

Taking place in worlds where magic works, Torchlight and the Dragon Age series make use of gems that can be set in equipment sockets and provide various bonuses.

GURPS enchanting items


Using the pattern

Can Be Modulated By

Sockets

silencers scopes

Although Upgrades need to be Equipment - they are to be equip other Equipment - they do not need to be Diegetically Tangible Game Items.

Can Modulate

Armor, Crafting, Equipment, Sockets,

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Upgrades are a type of Equipment that can provide additional Improved Abilities to other pieces of Equipment. They provide players with a Freedom of Choice since the improvements can be done whenever they wish, but doing them are often Irreversible Events and thereby force players to make Tradeoffs decisions between different types of Upgrades.

Player/Character Skill Composites,

Variable Accuracy

Relations

Can Instantiate

Equipment, Freedom of Choice, Improved Abilities, Irreversible Events, Tradeoffs

Can Modulate

Armor, Crafting, Equipment, Player/Character Skill Composites, Sockets, Variable Accuracy

Can Be Instantiated By

-

Can Be Modulated By

Sockets

Possible Closure Effects

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Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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