Difference between revisions of "Weapons"

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=== Examples ===
 
=== Examples ===
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grappling hook [[Just Cause 2]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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Sets
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Tools
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Combat
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Privileged Abilities, e.g. the possibility to do ranged attacks.
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[[Game Items]]
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Ammo
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[[Limited Resources]]
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[[Privileged Movement]]
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Improved Abilities
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[[Installations]] can be [[Weapons]], then typically providing [[Improved Abilities|Improved]] or [[Privileged Abilities]] to motivate the use of stationary [[Installations]]. [[Vehicles]] can diegetically motivate weapons of the same caliber as [[Installations]] but may even more than other ways of providing [[Weapons]] negatively affect [[Player Balance]] since they also improve [[Movement]] (or provide [[Privileged Movement]] and potentially [[Armor]] as well.
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Common ways of providing [[Weapons]] to players are as [[Loot]] or [[Trading]].
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Installations]],
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[[Vehicles]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Loot]]
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[[Trading]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Player Balance]]
  
 
== History ==
 
== History ==

Revision as of 12:21, 6 April 2011


Game elements used as tools to cause death and destruction in game worlds.

This pattern is a still a stub.

Examples

grappling hook Just Cause 2

Using the pattern

Sets Tools Combat Privileged Abilities, e.g. the possibility to do ranged attacks. Game Items

Ammo Limited Resources

Privileged Movement

Improved Abilities Installations can be Weapons, then typically providing Improved or Privileged Abilities to motivate the use of stationary Installations. Vehicles can diegetically motivate weapons of the same caliber as Installations but may even more than other ways of providing Weapons negatively affect Player Balance since they also improve Movement (or provide Privileged Movement and potentially Armor as well.

Common ways of providing Weapons to players are as Loot or Trading.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Installations, Vehicles

Can Be Modulated By

Loot Trading

Possible Closure Effects

Potentially Conflicting With

Player Balance

History

New pattern created in this wiki.

References

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Acknowledgements

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