Difference between revisions of "Waves"

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[[Category:Gameplay Arc Patterns]]
 
[[Category:Gameplay Arc Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
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[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
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''Timed attacks by large numbers of identical enemies.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Players can encounter enemies in many games. In some of these games, the game causes large number of such enemies to stage massed attack against the players, and such attacks are called [[Waves]]. Zagal ''et al.''<ref name="zagal"/> describe the phenomenon as: "A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player. There is usually a pause, or respite, between waves. One of the defining aspects of the wave is player interaction results in the end of the game (game over). Segmentation with waves is primarily used to increase the tension of the gameplay."
 
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Zagal ''et al.''<ref name="zagal"/> describe the phenomenon as: "A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player. There is usually a pause, or respite, between waves. One of the defining aspects of the wave is player interaction results in the end of the game (game over). Segmentation with waves is primarily used to increase the tension of the gameplay."
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=== Examples ===
 
=== Examples ===
 
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Each level in [[Plants vs. Zombies]] consists of a number of [[Waves]] that the player's plants must be able to handle. While small numbers of infected can be found throughout most of the levels in the [[Left 4 Dead series]], most of the infected show up in [[Waves]] that occur based on an algorithm intended to create alternating periods of relative calm and chaotic fighting.
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
 
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Designing [[Waves]] consists of deciding when groups of [[Generic Adversaries]] should be encountered, and which types of [[Generic Adversaries]] if several different types exist. In games where [[Waves]] are intended to occur often, the design of them may instead be thought of as when [[Lull Periods]] should happen. One aspect of designing [[Waves]] is how they should change over time, or how different [[Waves]] should differ from each other. Typically, [[Waves]] become progressively more difficult &mdash; which easily makes a game support [[Ever Increasing Difficulty]] &mdash; but often the [[Waves]] also have different characteristics in that the individual [[Enemies]] may have particular [[Vulnerabilities]] or [[Invulnerabilities]].
=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Waves]] is a way to modify how [[Enemies]] works in games, and can be used to create [[Challenging Gameplay]] as well as [[Ever Increasing Difficulty]].
  
 
== Relations ==
 
== Relations ==
[[Enemies]]
 
[[Generic Adversaries]]
 
[[Challenging Gameplay]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Challenging Gameplay]],
 
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[[Ever Increasing Difficulty]]
==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Enemies]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Generic Adversaries]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Latest revision as of 07:48, 3 September 2016

Timed attacks by large numbers of identical enemies.

Players can encounter enemies in many games. In some of these games, the game causes large number of such enemies to stage massed attack against the players, and such attacks are called Waves. Zagal et al.[1] describe the phenomenon as: "A wave is a group of usually similar enemy entities that must be avoided or destroyed as they approach the player. There is usually a pause, or respite, between waves. One of the defining aspects of the wave is player interaction results in the end of the game (game over). Segmentation with waves is primarily used to increase the tension of the gameplay."

Examples

Each level in Plants vs. Zombies consists of a number of Waves that the player's plants must be able to handle. While small numbers of infected can be found throughout most of the levels in the Left 4 Dead series, most of the infected show up in Waves that occur based on an algorithm intended to create alternating periods of relative calm and chaotic fighting.

Using the pattern

Designing Waves consists of deciding when groups of Generic Adversaries should be encountered, and which types of Generic Adversaries if several different types exist. In games where Waves are intended to occur often, the design of them may instead be thought of as when Lull Periods should happen. One aspect of designing Waves is how they should change over time, or how different Waves should differ from each other. Typically, Waves become progressively more difficult — which easily makes a game support Ever Increasing Difficulty — but often the Waves also have different characteristics in that the individual Enemies may have particular Vulnerabilities or Invulnerabilities.

Consequences

Waves is a way to modify how Enemies works in games, and can be used to create Challenging Gameplay as well as Ever Increasing Difficulty.

Relations

Can Instantiate

Challenging Gameplay, Ever Increasing Difficulty

Can Modulate

Enemies

Can Be Instantiated By

Generic Adversaries

Can Be Modulated By

Lull Periods

Possible Closure Effects

-

Potentially Conflicting With

-

History

An pattern based upon the description of waves in the paper Rounds, levels, and waves: The early evolution of gameplay segmentation[1].

References

  1. 1.0 1.1 Zagal, J.P., Fernández-Vara, C. & Mateas, M. (2008). Rounds, levels, and waves: The early evolution of gameplay segmentation. Games and Culture no. 3 (2):175-198.

Acknowledgements

Jose Zagal, Clara Fernández-Vara, Michael Mateas