POWER-UP NOMENCLATURE PART 3:
SCARCITY/OMNIPRESENCE AND CONCLUSION
by François Dominic Laramée
(Missed Part 1? Click here Missed Part
2? Click here)
One more axis of analysis remains in our grid: the one describing the
power-up's supply. Obviously, gameplay mechanics will be quite different
if they are based on a common item (like slightly improved ammo) or a
unique one that comes into play for only a few minutes out of the entire
game. In this third and final part of the series, we will take a quick
look at power-up supply as a gameplay device, and then examine a handful
of classic power-ups to see how they fit into our grid.
Third Axis: Scarcity/Omnipresence
This axis describes how often the power-up is present in the player's
current palette of options, i.e., how often the player can rely on its
unique abilities. We will examine three alternatives: scarce, plentiful
and unlimited supplies.
Scarce
Scarce power-ups can only be used on rare occasions, whether
because there are few of them to be found in the game, or because they take
a very long time to recharge between uses. Examples include the
planet-killer cannon on board the Death Star, the wishes granted by the
Genie of the Lamp, and high-level spells that can only be read from
scrolls in some fantasy RPGs.
Historically, scarcity has been the cause of invention, natural
selection, and many wars. In a game, it makes for highly strategic
planning: if you only get three wishes, and you are told in advance that
you won't be able to get any more no matter what, you will need to think
long and hard before you expend one of them.
Since they don't come into play often, scarce power-ups tend to be very
potent, and often serve as rewards for completing important tasks in the
game, but they don't have to. Multiplayer games, in particular, stand to
gain a great deal from rare devices than grant one player a small,
temporary advantage. For example, a "get out of jail free" card in
Monopoly is by no means a game-breaker; in fact, it only saves a few
bucks or a handful of dice rolls. However, it does provide convenience,
and its scarcity gives its owner an edge over the competition, which is
all that is really needed to make it worthwhile. Conversely, a
super-powerful and super-rare resource that allows one side in a real-time
strategy scenario to build mechanized infantry while everyone else has to
make do with sticks and stones may provide a highly meaningful focal point
for the action, but as soon as one player achieves control over it, the
game is effectively over – the original goal, for example a capture of the
enemy's flags, has been displaced by the acquisition of the all-powerful
power-up, and the latter stages of the game become a tedious mop-up
session without any sort of suspense whatsoever.
One final note. Scarce power-ups often have a single in-game purpose:
one key opens one door, one magical relic slays one monster, etc. That's
fine, if a little predictable, inasmuch as an in-game problem should ever
have a single solution. Certainly, if a problem only has one solution,
then it shouldn't be possible to use up this solution for anything else,
otherwise a curious player will eventually find himself forced to reload
and backtrack for no good reason.
Plentiful
Plentiful power-ups are a regular, but not ubiquitous, part of the
player's arsenal. They can be experimented with, used up, and replenished
later when needed, but their occasional unavailability prevents
over-reliance on the part of the player, who could otherwise become a
one-trick pony and succumb to boredom. Examples include magic arrows in a
fantasy RPG, exploding rockets in a first-person shooter, trump cards in
Bridge, and all sorts of mined and harvested resources in strategy games.
Plentiful power-ups appeal to tinkerers. The supply is sufficient to
allow experimentation and even the occasional mistake, but not so large
that one can be dumb about it. They are also effective as a multiplayer
gameplay device, because they support sudden reversals of fortune. For
example, suppose that one player suddenly runs out of machine gun ammo in
the middle of a firefight with an opponent whose own AK-47 has been empty
for a while and who has been battling back with a mere hand pistol. Both
players notice an ammo pack spawning on the floor, they run for it… And
the enemy grabs it a split second before he can. Oops.
However, in most games, plentiful power-ups tend to pack relatively low
potency, and as a result they provide limited intrinsic excitement. In a
single-player adventure, they should be limited to "supporting cast"
roles; the shrewd designer will include more emotion-inducing scarce
power-ups for the high points of the action.
Unlimited
Unlimited, in our nomenclature, means that a power-up has no
reload time, unlimited charges, and is always available for the entire
duration of its life cycle, if only as a backup plan when nothing else
works. That does not quite mean infinite: it is quite possible to
have an unlimited power-up that can be used as often as you want for an
hour, but then vanishes whether you have used it 500,000 times or not at
all. An unlimited power-up can also disappear if the player loses a life or
the magic item that bestows it is lost or damaged. Certainly, it should be
possible to lose all but the weakest of unlimited power-ups somehow,
otherwise it becomes part of the player's basic characteristics and not a
power-up at all. Examples include the cannon added to the player's platform
in Arkanoid, the production bonus granted by entering a Golden Age
in Civilization III, and magic resistance that absorbs 50% of all
incoming damage for an hour.
Unlimited power-ups are a natural fit for single-player adventures,
because they support heroic feats. Drinking a potion of absolute
invulnerability may allow our old friend Gorg the Unready to challenge an
entire undead army and win (if he can beat them into submission before the
potion wears out). However, the designer must make sure that the power-up
doesn't become a one-tool toolbox that solves everything, or the challenge
of the game breaks down completely. And in a competitive multiplayer
scenario, even a single unlimited power-up can upset the balance to a point
where every player except one has no other option besides running away
until it wears out!
Some Examples
Before we conclude this series, let's look at a couple of power-ups
and see how they fit into the grid:
Cloaks of Invisibility
The typical cloak of invisibility, as seen in the Harry Potter
books and movies, is an equippable item (obviously), permanent, and
unlimited, in the sense that one can wear it for as long as one desires.
As a gameplay device, however, invisibility is rather too powerful to
remain unlimited. Thus, most designers will downgrade it to "plentiful" by
making the player lose his invisibility for a while before and/or after an
attack. Even the Romulans must turn off their cloaking devices before
firing a plasma torpedo in Star Trek; otherwise, Captain Kirk would
have been cleaning Jeffries tubes in a Warbird (or worse) by the middle of
the first season.
The Long Hand Card
One of my current favorites is a French card and token game called
L'Or des Dragons (published in English as Dragon's Gold,
Eurogames). In this game, the goal is to slay dragons in collaboration
with the other players, negotiate a split of the spoils, make a few trades
along the way, collect especially valuable combinations of gems, and try
to be the one with the highest net worth at the end. However, one of the
cards a player can pick up during the game allows him to steal from the
dragons' hoards at the center of the table before the dragons are
killed, thereby breaking the rules, for as long as he doesn't get
caught!
This "long hand" card is an active, temporary, rare power-up. There's
only one of them, you don't have to use it if you don't want to, and it
disappears if you get caught. But a player skilled at distracting the
others' attention can use it to win a gain in most spectacular (and
frustrating) fashion.
Hulking Up
As of this writing, the Hulk movie is on top of the charts and
fiftysomething Hulk Hogan is still going strong in the WWE as "Mr.
America". Both of them can, from time to time, suddenly go from normal to
almost invulnerable, which is usually a disastrous sign for their enemies.
The ability to hulk up is a passive power-up, because it happens
largely outside of the character's control, it is temporary, and plentiful
– you will never see a Hulk Hogan wrestling match during which he doesn't
use the "power-up".
Conclusion
As designers, power-ups are the essential tools we give to our players
to give them a chance to beat us – or at least, our carefully crafted
challenges. As usual, balance is key: give the players too little to work
with, and they will be frustrated; give them too much, and they will get
bored. Hopefully, the analysis grid I have suggested in this series will
help you decide how to make your game optimal.