Upgrades

From gdp3
Revision as of 08:47, 30 June 2011 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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

Upgrades are basically ways of giving players Improved Abilities so deciding on what Abilities should be possible to improve through them. Although Upgrades need to be Equipment - they are to be equip other Equipment - they do not need to be Diegetically Tangible Game Items. However, giving New Abilities by modifying Equipment is typically handled by Crafting since this is not a question of Upgrading. Given that they are Equipment, e.g. gems, silencers, and scopes, most of the design decisions related to Upgrades are the same as for Equipment or Game Items in general. This includes who can use them, how they are acquired, etc.

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.

The action of installing Upgrades can either be a generic one that anybody can perform or it can be governed by how Crafting works in a game.

Sidegrades are a specific type of Upgrades that rather than generally provide better Abilities instead provide more specialized ones (in practice this means that they usually balance some type of Improved Ability that an Upgrade could provide with some other type of Decreased Ability).

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 through allowing the Upgrading of them. 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.

Upgrades modulate Player/Character Skill Composites, e.g. Variable Accuracy, when these exist and the Upgrades relate to the relevant skills.

Relations

Can Instantiate

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

Can Modulate

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

Can Be Instantiated By

Sidegrades with Decreased Abilities

Can Be Modulated By

Inventories, Sockets

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-