September 2003

POWER-UP NOMENCLATURE PART 2: PERSISTENCE AND SUPPLY
François Dominic Laramée

(Missed Part 1? Click here)

Last month, we discussed one of the properties of power-ups, namely the level of active engagement required on the part of the player to exploit them to the fullest. We examined the consequences of focusing on passive, active and middle-of-the-road (i.e., equippable) power-ups on gameplay styles and audiences. This month, we extend the picture by adding the Permanence/Immediacy axis. Next time, we will complete the series by studying the Scarcity/Omnipresence axis and by inserting a handful of examples into the proper slots on the grid.

Second Axis: Permanence / Immediacy
The timing of a power-up's activation, and the length of time during which it affects gameplay once triggered, define another useful axis of analysis. This time, we will define four positions along the axis, for permanent, immediate, temporary, and delayed-action power-ups.

Permanent
A permanent power-up is activated as soon as the player earns it, and remains in effect until the end of the game (or sometimes, until the death of the character). Typical examples include hit points, a secret character to unlock, higher mana levels, access to an upgraded ship design, and new moves like the ability to swim underwater in Spyro 2: Ripto's Rage.

Permanence is not to be confused with unlimited supplies: in the Diablo series, a wizard's intrinsic maximum mana (irrespective of temporary enhancements due to magic items) is a permanent characteristic that only changes when the character gains levels, but the actual mana available at any given time is limited, and the rate at which this supply is replenished once depleted is most definitely not infinite.

Of all the categories of power-ups along this axis, the permanent type can best afford a learning curve. Permanence removes the risk of "wasting" a valuable resource, so players can experiment freely: once Spyro learns how to swim, you can fiddle around with the controls a little without fear that he will suddenly "unlearn" if you swim for too long and exhaust his store of swimming knowledge.

Many shrewd designers will complement the learning curve with an implicit "utility curve" for the power. Initially, a newly acquired power will be put to the test in simple challenges. Then, as the player learns to master it, the tasks will grow in complexity. Once the power has become second nature, the game will slowly phase it out in favor of the next element of novelty. Finally, even later, a surprising combination of several well-known (and in some cases, almost forgotten) powers can be brought back to solve a major challenge in ways that create resonance within the game.

Permanence is also a useful characteristic in the power-ups granted to players in casual games: since there is no sense of urgency involved, a permanent power-up is a natural fit for the slower paces typical of this type of entertainment.

Immediate
An immediate power-up is triggered as soon as it is acquired, generates an instantaneous effect, and goes away just as abruptly. The quintessential example is the "super-bomb" that blows up every enemy and obstacle on screen as soon as the character activates a lever: the effect is spectacular, but once the bomb is gone, it doesn't come back. The various contraptions that are provided to the player as tools to solve levels in The Incredible Machine are a subtler case, but one that is equally valid: you can't carry them from one level to the other, and no matter how long you take to plan your solution, it is out of your control the very moment you click on the Test button.

Immediate power-ups are highly tactical in nature. As a player, your job is to figure out how (and when) to use them optimally in their current environment. No long-term planning is involved, although precise timing is often crucial to obtain optimal benefits. As a result, the immediate power-up is an effective tool in arcade settings, although the aforementioned The Incredible Machine applies it to puzzle solving in striking fashion.

Temporary
A temporary power-up has a finite life cycle. This duration can be defined by time, as in the case of a five-second anti-gravity burst; by uses, like super-powerful ammunition; or even by mutual exclusion, when a character gains the ability to breathe fire as long as he doesn't pick up another power-up that makes him fly through solid walls instead.

Temporary power-ups make for effective time-based tasks and puzzles. If a switch opens a gate for 6 seconds, or a magic floor tile makes the player invisible for one minute, then calibrating challenges becomes a relatively simple matter of placing power-ups, goals and obstacles at appropriate distances from each other within the level. Temporary power-ups also provide perfect set-ups for mini-games: a hero who gains the ability to fly for a short time can engage in aerial acrobatics for the purposes of a Quidditch game – but the level designer in charge of the next stage of the game doesn't have to account for the fact that the player might fly over his obstacles, because he will have lost that ability by the time he gets there.

However, when using temporary power-ups, great care must be taken to ensure that the power-up respawns quickly enough to support experimentation. In Spyro 2, if you fail to accomplish a task before your power-up runs out, you can simply walk through the gate granting the power once again and re-try. Solving a challenge may require multiple tries, but at least it never becomes impossible, and you never have to wait for the gate to recharge either.

Delayed
A delayed power-up is a variant of the temporary class that can be picked up by the player, carried for a while, and activated only when needed. Examples include most inventory items in role-playing games, weapons in shooters, and protection spells.

The obvious advantage of a delayed power-up is that it allows strategic thinking. If you have demolition charges left over at the end of Level 5, you might be able to find something nice to do with them in Level 6. Some of the ideas you come up with may even be completely unforeseen by the designer: jumping on a demolition charge while wearing boots of invulnerability may trigger an explosion, and the recoil can propel you over (or through) the super-heavy monster guarding access to the treasure. From the player's perspective, such freedom of action is tremendously rewarding. From the designer's perspective, however, it demands extreme levels of skill: the presence of delayed power-ups requires that most solutions to most problems be foreseen, so that the challenges can be designed in such a way that many styles of gameplay are supported and provide roughly equal benefits over the course of the entire game.

Conclusion
Time is a versatile tool in the arsenal of the game developer. By giving players access to permanent improvements, we allow them to think strategically and learn at their own pace. By focusing on short-term power-ups instead, we can put the emphasis on quick-thinking and tactical experimentation. Finally, by letting players choose the timing of their own empowerment, we provide opportunities for almost unbounded creativity – at the cost of a significantly more difficult design effort.

Next issue, we will complete the series by looking at the third and final axis on our grid and by positioning a handful of examples into it.

BIO
If you aren't really tired of FDL by now, don't say so in public unless you are looking for a serious beating. He's been the bane of the game industry for over 10 years, during which he cajoled and threatened his way into over 20 credits as designer, producer, programmer and writer. For some reason, magazine and book editors seem to like him; his Game Design Perspectives and Secrets of the Game Business are available now from Charles River Media. With the dozens of articles he has contributed to other industry publications and the roundtables he hosts at GDC every year, it is getting really hard to avoid him these days. But there is hope; FDL has been freelancing for 5 years, so we expect him to starve to death any day now. Visit his mediocre web site, http://pages.infinit.net/idjy, at your own risk.

Do what's good for you and read FDL's book on game design:

 Game Design Perspectives
Game Design Perspectives

 

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal