Difference between revisions of "Upgrades"

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=== Can Modulate ===
 
=== Can Modulate ===
[[Armor]],
 
 
[[Crafting]],  
 
[[Crafting]],  
[[Weapons]]
 
  
Common types of [[Equipment]] which can  
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Common types of [[Equipment]] which can affected by [[Upgrades]] are [[Armor]] and [[Weapons]]. While [[Sockets]] are receptacles for [[Upgrades]] they can also be affected by [[Upgrades]], e.g. adding additional slots.
 
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[[Upgrades]]
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+
 
+
[[Sockets]],  
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=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
 
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Applying [[Upgrades]] are usually done in [[Inventories]] since it is there the [[Upgrades]], and [[Equipment]] in general, are handled.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Inventories]],
 
[[Sockets]]
 
[[Sockets]]
  

Revision as of 08:22, 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

Crafting,

Common types of Equipment which can affected by Upgrades are Armor and Weapons. While Sockets are receptacles for Upgrades they can also be affected by Upgrades, e.g. adding additional slots.

Interface Aspects

Applying Upgrades are usually done in Inventories since it is there the Upgrades, and Equipment in general, are handled.

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, Weapons

Can Be Instantiated By

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Can Be Modulated By

Inventories, Sockets

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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