Example: The power pill in Pac-Man allows Pac-Man to hunt ghosts for a limited amount of time.
Example: Quad damage Power-Up in Quake quadruples the damage caused by the player's weapons for a limited amount of time.
The possibilities regarding where the Producers of the Power-Ups are and when Power-Ups appear are similar to those of Pick-Ups. The main differences are that Power-Ups often give the player New Abilities or Privileged Abilities, and one has to determine how long the effect of the Power-Up lasts and if players can Trading them. However, Power-Ups can also provide Improved Abilities such as temporarily raising Skills.
Power-Ups share many of the consequences of Pick-Ups but typically have a more transient effect. Since the effect has a Time Limit, picking up a Power-Up can actually increase Tension if the usefulness of the Power-Up depends on the success of other goals, for example, using the quad damage Power-Up properly in Quake games efficiently depends on locating and hitting enemies first. Power-Ups can be used as target objects for Gain Competence goals.
Potentially conflicting with: Player Balance
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