Difference between revisions of "Self-Service Kiosks"

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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Game Element Patterns]]
 
[[Category:Game Element Patterns]]
[[Category:Needs work]]
 
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
 
''Location in game worlds where players can on their own do transactions or receive services.''
 
''Location in game worlds where players can on their own do transactions or receive services.''
  
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=== Examples ===
 
=== Examples ===
Many [[:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g.  [[The Witcher]], [[World of Warcraft]], and the [[Dragon Age series]], have vendors selling the various items players need and sell the superfluous ones. These vendors are shown as non-player characters but cannot be killed or otherwise interacted with except to trade and talk. In contrast, most places where one can buy and sell things in the [[Fallout series]] are run by non-player characters that can be killed, but the ''Vendortron'' robot outside of Freeside in [[Fallout: New Vegas]] qualifies as a [[Self-Service Kiosks|Self-Service Kiosk]] since it is built into a kiosk and cannot be attacked.
+
Many [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]], e.g.  the [[Witcher series]], [[World of Warcraft]], and the [[Dragon Age series]], have vendors selling the various items players need and sell the superfluous ones. These vendors are shown as non-player characters but cannot be killed or otherwise interacted with except to trade and talk. In contrast, most places where one can buy and sell things in the [[Fallout series]] are run by non-player characters that can be killed, but the ''Vendortron'' robot outside of Freeside in [[Fallout: New Vegas]] qualifies as a [[Self-Service Kiosks|Self-Service Kiosk]] since it is built into a kiosk and cannot be attacked.
  
 
[[Self-Service Kiosks]] are also found in more action-oriented computer games. There are various non-player characters in [[Torchlight]], including in the dungeons, that function as [[Self-Service Kiosks]] since they cannot be hurt or killed. The earlier [[Diablo series]] also contain such non-player characters and does [[Borderlands]]. The [[Grand Theft Auto series]] have several establishments that function as [[Self-Service Kiosks]], some which have to be entered by foot (e.g. cloth and weapon stores) and some which have to be entered while driving a vehicle (e.g. body shops).
 
[[Self-Service Kiosks]] are also found in more action-oriented computer games. There are various non-player characters in [[Torchlight]], including in the dungeons, that function as [[Self-Service Kiosks]] since they cannot be hurt or killed. The earlier [[Diablo series]] also contain such non-player characters and does [[Borderlands]]. The [[Grand Theft Auto series]] have several establishments that function as [[Self-Service Kiosks]], some which have to be entered by foot (e.g. cloth and weapon stores) and some which have to be entered while driving a vehicle (e.g. body shops).
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
[[Self-Service Kiosks]] provide specified services at specified locations in [[Game Boards]], [[Game Worlds]], or [[Levels]], so designing these consist of choosing what services should be available and where they should be available.
  
[[Self-Service Kiosks]] provide specified services at specified locations in [[Game Worlds]] or [[Levels]], so designing these consist of choosing what services should be available and where they should be available.
+
The most common types of services provided by [[Self-Service Kiosks]] are [[Trading]] (by having [[Transferable Items]] associated with them), receiving [[Quests]], and hearing [[Gossip]]. Other examples include training [[Skills]] and repairing [[Game Items]] that suffer from [[Deterioration]].
 
+
The most common types of services provided by [[Self-Service Kiosks]] are [[Trading]], receiving [[Quests]], and hearing [[Gossip]]. Other examples include training [[Skills]].
+
 
+
 
+
[[Game Items]]
+
[[Agents]]
+
[[Algorithmic Agents]]
+
[[Non-Player Characters]]
+
[[Tools]]
+
[[Installations]]
+
[[Transferable Items]]
+
  
 
For services that may have [[Limited Resources]], e.g. [[Trading]] and [[Quests]], an option is to periodically refill the kiosks by making them into  
 
For services that may have [[Limited Resources]], e.g. [[Trading]] and [[Quests]], an option is to periodically refill the kiosks by making them into  
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 +
Some [[Self-Service Kiosks]] are represented as [[Non-Player Characters]] in the role of [[Helpers]]; showing that not all [[NPCs]] are [[Characters]].
  
=== Interface Aspects ===
+
=== Narration Aspects ===
 
+
Since they can provide [[Quests]], [[Self-Service Kiosks]] can help move [[Predefined Story Structures]] forward. They can also be [[Predefined Story Structures]] in their own right.
=== Narrative Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==
[[Self-Service Kiosks]] provide [[Strategic Locations]] in [[Game Worlds]] or [[Levels]] by the services they provide. When [[Game Items]] or [[Quests]] offered at them replenish, they are also [[Resource Generators]].
+
[[Self-Service Kiosks]] provide [[Strategic Locations]] in [[Game Boards]], [[Game Worlds]], or [[Levels]] by the [[Location-Fixed Abilities]] they provide. When [[Game Items]] or [[Quests]] offered at them replenish, they are also [[Resource Generators]].
 +
 
 +
[[Self-Service Kiosks]] are [[Installations]] since they provide actions to players (to access the services), and due to this they are in a way [[Tools]] also.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Gossip]],  
 
[[Gossip]],  
 +
[[Helpers]],
 +
[[Installations]],
 +
[[Location-Fixed Abilities]],
 +
[[Non-Player Characters]],
 
[[Quests]],  
 
[[Quests]],  
 +
[[Predefined Story Structures]],
 
[[Resource Generators]],  
 
[[Resource Generators]],  
 
[[Strategic Locations]],  
 
[[Strategic Locations]],  
[[Trading]]
+
[[Trading]],
 +
[[Tools]]
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Game Worlds]]
+
[[Deterioration]],
[[Levels]]
+
[[Game Boards]],
 +
[[Game Worlds]],
 +
[[Levels]],
 
[[Skills]]
 
[[Skills]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Transferable Items]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Latest revision as of 13:48, 21 July 2016

Location in game worlds where players can on their own do transactions or receive services.

In games where players control characters inhabiting game worlds, they may have need of various services such as trading, healing, or training. Self-Service Kiosks are places where players can go to get these services and can handle the interaction as if using a vending machine.

Examples

Many Computer-based Roleplaying Games, e.g. the Witcher series, World of Warcraft, and the Dragon Age series, have vendors selling the various items players need and sell the superfluous ones. These vendors are shown as non-player characters but cannot be killed or otherwise interacted with except to trade and talk. In contrast, most places where one can buy and sell things in the Fallout series are run by non-player characters that can be killed, but the Vendortron robot outside of Freeside in Fallout: New Vegas qualifies as a Self-Service Kiosk since it is built into a kiosk and cannot be attacked.

Self-Service Kiosks are also found in more action-oriented computer games. There are various non-player characters in Torchlight, including in the dungeons, that function as Self-Service Kiosks since they cannot be hurt or killed. The earlier Diablo series also contain such non-player characters and does Borderlands. The Grand Theft Auto series have several establishments that function as Self-Service Kiosks, some which have to be entered by foot (e.g. cloth and weapon stores) and some which have to be entered while driving a vehicle (e.g. body shops).

Using the pattern

Self-Service Kiosks provide specified services at specified locations in Game Boards, Game Worlds, or Levels, so designing these consist of choosing what services should be available and where they should be available.

The most common types of services provided by Self-Service Kiosks are Trading (by having Transferable Items associated with them), receiving Quests, and hearing Gossip. Other examples include training Skills and repairing Game Items that suffer from Deterioration.

For services that may have Limited Resources, e.g. Trading and Quests, an option is to periodically refill the kiosks by making them into Resource Generators.

Diegetic Aspects

Some Self-Service Kiosks are represented as Non-Player Characters in the role of Helpers; showing that not all NPCs are Characters.

Narration Aspects

Since they can provide Quests, Self-Service Kiosks can help move Predefined Story Structures forward. They can also be Predefined Story Structures in their own right.

Consequences

Self-Service Kiosks provide Strategic Locations in Game Boards, Game Worlds, or Levels by the Location-Fixed Abilities they provide. When Game Items or Quests offered at them replenish, they are also Resource Generators.

Self-Service Kiosks are Installations since they provide actions to players (to access the services), and due to this they are in a way Tools also.

Relations

Can Instantiate

Gossip, Helpers, Installations, Location-Fixed Abilities, Non-Player Characters, Quests, Predefined Story Structures, Resource Generators, Strategic Locations, Trading, Tools

with ...

Can Modulate

Deterioration, Game Boards, Game Worlds, Levels, Skills

Can Be Instantiated By

-

Can Be Modulated By

Transferable Items

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements