Common examples of Pick-Ups include weapons, ammunition, and health packs in first-person shooters; money and energy in platform games; and food, wood, money, and metals in real-time strategy games.
Example: the ammunition packs in Quake 3 are Pick-Ups that replenish the players' ammunition.
Pick-Ups are in essence Resources, and as such, the fundamental game design choice regarding a Pick-Up is to decide what the resource is to be used for: is it to gain advantages in possible actions against opponents, to fulfill goals such as Delivery, to directly increase winning possibilities or is the resource usable for several different purposes and thus requiring Trade-Offs? The nature of the Pick-Up may not be completely revealed to the player who collects it until it is collected, allowing the game to change the nature of the Pick-Up depending on players' positioning, thereby providing Balancing Effects. These kinds of Pick-Ups can also cause disadvantages to the players.
As Resource s that exist in the game world, the design of Pick-Ups is linked to the design of Resource Locations, and the design choices available for the locations have to be considered in parallel with those of the Pick-Ups. The production of the Pick-Ups is another design choice that has to be considered. Is the Pick-Up only produced once (maybe at the beginning of the game) and thus providing Limited Resources on a global level, or is a type of Pick-Up a Renewable Resource that is produced during gameplay? In the latter case, is the location of the production a known place (and thereby a Strategic Location) or is it random? The production may be tied to a Resource Generator, which may be influenced or destroyed by player actions. The production of the Pick-Ups may also require actions by the players, for example, providing Resources to a Converter. In any case, the production of Pick-Ups also follows the methods outlined in the more abstract Producer pattern.
Most Pick-Ups affect numerical characteristics of the Avatar or Unit that collected the Pick-Up, e. g., by increasing the player's Score or an Avatar's hit points. The simplest way of implementing these is having a specific increase or decrease of one attribute of the game element each time a Pick-Up is taken. However, one can also have cut-off limits to promote Player Balance (e. g., not letting health packs or ammunition replenish past a certain level) or having Diminishing Returns.
A special type of Pick-Up is a Power-Up, which gives players a time-limited advantage often consisting of increased efficiency at an action or by providing a Privileged Ability. Other special Pick-Ups are those whose only function is to increase a player's Score.
Pick-Ups are a very common way to provide Renewable Resources to players, and as such, they provide Supporting Goals requiring Collecting and possibly Maneuvering. More formalized, Collection goals can be constructed by requiring players to get all Pick-Ups before being able to advance in the game, e. g., eating all the pills in Pac-Man before completing the level.
Since the successful collection of Pick-Ups has a clear effect in the Game World, and it is usually easy to distinguish Pick-Ups in the game environment, they make easy goal objectives for Gain Ownership goals. The absence of a Pick-Up from a location is a form of Trace that players can use to infer activities in the game.
Instantiated by: Delivery
Potentially conflicting with:
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