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v1.2.2.2
afbfef4 verified
{
"pattern_name": "Chargers",
"description": "Chargers are locations in the Game World that affect the players' resources when they are in the location.",
"content": [],
"using_the_pattern": [
"Selecting the [[Improved Abilities]], the [[New Abilities]], and possibly [[Privileged Abilities]], or [[Resource]] gained defines the use of the [[Charger]]. The way it produces [[Resources]] is similar to [[Resource Generators]] except that players usually do not have any choice if they should be affected by the [[Charger]] (besides not entering its affect area), and any [[Privileged Ability]] granted by the [[Charger]] may be activated at once, for example, as in the case of speed boosters in most racing games. [[Improved Abilities]] can be handled by simply increasing [[Skills]] or increasing the effect of player actions."
],
"consequences": [
"[[Chargers]] provide means for players to get [[New Abilities]] or [[Improved Abilities]] as well as providing [[Renewable Resources]].",
"They function as both [[Resource Locations]] and [[Resource Generators]] but do not produce any [[Resources]] unless a player is within the area, which may require [[Maneuvering]] to get to. They are typically used to give the player [[Renewable Resources]], which can be used as goals or to set the [[Right Level of Complexity]]. Their presence in a [[Game World]] creates natural [[Gain Competence]] and [[Traverse]] goals.",
"If the [[Charger]] provides a bonus beyond the normal limits, i. e., letting players move faster than otherwise possible, it can be seen as a form of [[Power-Up]] that gives [[Privileged Abilities]]. For [[Chargers]] that give a certain effect per time unit spent in its effect area, staying on it is a [[Risk/Reward]] [[Tradeoff]] for players as their [[Freedom of Choice]] is limited. If the area that contains the [[Charger]] can be controlled so other players cannot access the [[Charger]], this can give rise to [[Gain Ownership]] goals."
],
"relations": {
"Instantiates": [
"Gain Competence",
"Resource Generators",
"Privileged Abilities",
"Renewable Resources",
"New Abilities",
"Improved Abilities",
"Resource Locations"
],
"Modulates": [
"Traverse",
"Renewable Resources",
"Maneuvering",
"Skills",
"Resources",
"Gain Ownership"
],
"Instantiated by": [],
"Modulated by": [
"Outstanding Features",
"Risk/Reward"
],
"Potentially conflicting with": []
},
"examples": [
"Speed boosters in Super Monkey Ball II: Monkey Race give, as their names imply, more speed to the player driving on top of the charger.",
"Battlefield 1942 and Battlefield Vietnam have two categories of chargers: medicine cabinets and ammunition caches that replenish the health and ammunition of the players' [[Avatars]] and repair facilities that fix damages to vehicles.",
"The board game Robo-Rally contains repair areas, which remove damage from the player's robot if it spends time there."
],
"label": "5. Game Design Patterns for Game Elements",
"pattern_links": [
{
"name": "Skills",
"file": "Skills"
},
{
"name": "Outstanding Features",
"file": "OutstandingFeatures"
},
{
"name": "Improved Abilities",
"file": "ImprovedAbilities"
},
{
"name": "New Abilities",
"file": "NewAbilities"
},
{
"name": "Risk/Reward",
"file": "RiskReward"
},
{
"name": "Privileged Abilities",
"file": "PrivilegedAbilities"
},
{
"name": "Renewable Resources",
"file": "RenewableResources"
},
{
"name": "Gain Competence",
"file": "GainCompetence"
},
{
"name": "Resources",
"file": "Resources"
},
{
"name": "Resource Generators",
"file": "ResourceGenerators"
},
{
"name": "Maneuvering",
"file": "Maneuvering"
},
{
"name": "Traverse",
"file": "Traverse"
},
{
"name": "Resource Locations",
"file": "ResourceLocations"
},
{
"name": "Gain Ownership",
"file": "GainOwnership"
}
],
"pattern_id": "Chargers",
"playable_concept": "Not available yet",
"metadata": {
"version": "1.2.2.2",
"date_processed": "2025-04-26",
"source_file": "Chargers.htm",
"converter_version": "1.2.2.2"
}
}