Weapons

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

This pattern is a still a stub.

Examples

Roleplaying Games often contain large numbers of weapons and extensive rules for these, see for example Dungeons & Dragons, GURPS, Mutant, Torchlight, the Dragon Age series, and the Fallout series. Many of these include rules for improving them through additional hardware or magic (e.g. GURPS, Torchlight, and Dragon Age series) and deterioration through use of neglect (e.g. Fallout series and Mutant). For Tabletop varieties there often exist entire books with additional Weapons and rules for them[1][2].

grappling hook Just Cause 2

Doom series Quake series Crysis series

Gun.Smoke


Metal Slug


upgrades


Bioshock series Deus Ex series

Left 4 Dead series

KoToR

Minecraft

vehicles in Battlefield series

(and a few vehicles in the Grand Theft Auto series)

Minecraft Zombie Lane


Using the pattern

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

Privileged Movement

Improved Abilities

Several common options exist of the design of Weapons. The most common is probably having Ammunition as Limited Resources for ranged weapons except for the most basic Weapon (examples of this include the Doom, Quake, Left 4 Dead, and Crysis series, as well as Minecraft and Zombie Lane). This may also be present in Tabletop Roleplaying Games such as Dungeons & Dragons and GURPS depending on how much bookkeeping (and Excise) players and Game Masters wish to perform. Deterioration by use is found in several games, e.g. the Fallout series, Mutant, and Minecraft, and make individual Weapons into Limited Resources and may motivate Crafting to maintain their usefulness. Upgrading different aspects of Weapons such as accuracy, damage, weight, and ammunition limits, can be motivated by adding additional hardware such as scopes and extended magazines (e.g. GURPS and Left 4 Dead series), through inserting magical gems (e.g. Torchlight and the Dragon Age series), or simply magical spells and rituals (e.g. GURPS). Weapons can also be created as parts of Sets - typically wither Weapons-only Sets or mixtures of Weapons and Armor.

Common ways of providing Weapons to players are as Loot or Trading, but unique or especially powerful ones may be restricted to being Rewards for solving Quests.

However, some types of Weapons are not suitable for this. Installations are one example of this due to existing as independent parts of Game Worlds. Their immobility is typically compensated by providing Improved or Privileged Abilities on a different scale than other Weapons. Vehicles can diegetically motivate weapons of the same caliber as Installations and also typically exist independently in Game Worlds. In addition, Vehicles 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.


Diegetic Aspects

Interface Aspects

Narrative Aspects

Magical or otherwise powerful Weapons have played important roles as MacGuffins in many traditional stories, and can likewise do so in games.

Consequences

Weapons are Game Items that serve as Tools for Combat.

By providing either Improved or Privileged Abilities not being inherent parts of players' abilities to affect games, they are Limited Resources. This is especially true when their Ammunition is a Limited Resources as well, or they suffer from Deterioration.

Relations

Can Instantiate

Game Items, MacGuffins, Tools

Can Modulate

Combat

Can Be Instantiated By

Installations, Vehicles

Can Be Modulated By

Ammunition, Deterioration, Limited Resources, Loot, Quests, Sets, Trading, Upgrading

Possible Closure Effects

Potentially Conflicting With

Player Balance

History

New pattern created in this wiki.

References

  1. Steve Jackson Games. Pulp Guns 1.
  2. Steve Jackson Games. Pulp Guns 2.

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Acknowledgements

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