Vulnerabilities

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Weaknesses that can be exploited by others.

In games where one can suffer damage or other adverse effects, entities may be more vulnerable to some attacks than others. Having such Vulnerabilities mean that player have to adjust their gameplay to minimize the likelihood of these being exploited, but when others have them it can instead provide opportunities. If enemies are suspected of having Vulnerabilities this can lead to gameplay aimed at confirming the presence or absence of these.

Examples

In the fourth edition of Dungeons & Dragons, monsters that are vulnerable to a specific form of attack simply take a predetermined extra amount of damage each time such an attack hits them. GURPS has the disadvantage Vulnerability that multiplies damages from certain types of attack depending on how vulnerable one is.

The design of weapons and monsters in Quake have been described as having chains of vulnerabilities where one monster is vulnerable to one type of weapon, but that weapon makes the player vulnerable to another type of monster[1].

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Gain Information


Varied Gameplay Environmental Effects

Can Instantiate

Rock-Paper-Scissors

with Enemies

Experimenting

with Powers or Weapons

Strategic Knowledge, Strategic Planning, Tactical Planning

Can Modulate

Boss Monsters, Combat, Enemies, Weapons

Can Be Instantiated By

Achilles' Heels, Ammunition

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Invulnerabilities

History

New pattern created in this wiki.

References

  1. Rollings, A & Morris, D. Game Architecture and Design. (The Coriolis Group, 2000.) ISBN 1-57610-425-7

Acknowledgements