Difference between revisions of "Free Gift Inventories"
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''Sets of game elements given to a player to be given to other players.'' | ''Sets of game elements given to a player to be given to other players.'' | ||
− | + | In games where players need resources, one way of encouraging social interaction between them is to allow them to give each other gifts. If they are given freely to players to distribute, they form [[Free Gift Inventories]] which players can use to help those other players which they feel are worthy of the presents. | |
=== Examples === | === Examples === | ||
+ | Players of [[FarmVille]] are often presented with lost animals that they may offer to other players. | ||
− | |||
== Using the pattern == | == Using the pattern == | ||
+ | Creating | ||
− | + | [[Resources]] | |
− | + | [[Randomness]] | |
− | === | + | [[Resource Generators]] |
+ | |||
+ | [[Massively Single-Player Online Games]] | ||
+ | |||
+ | [[Trading]] | ||
+ | |||
+ | [[Cooperation]] | ||
+ | |||
+ | |||
+ | === Interface Aspects === | ||
+ | Managing [[Free Gift Inventories]] is likely to best done through [[Secondary Interface Screens]] unless they are a very common part of a game's gameplay. | ||
== Consequences == | == Consequences == | ||
Line 45: | Line 56: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Secondary Interface Screens]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 22:19, 20 January 2011
Sets of game elements given to a player to be given to other players.
In games where players need resources, one way of encouraging social interaction between them is to allow them to give each other gifts. If they are given freely to players to distribute, they form Free Gift Inventories which players can use to help those other players which they feel are worthy of the presents.
Contents
Examples
Players of FarmVille are often presented with lost animals that they may offer to other players.
Using the pattern
Creating
Massively Single-Player Online Games
Interface Aspects
Managing Free Gift Inventories is likely to best done through Secondary Interface Screens unless they are a very common part of a game's gameplay.
Consequences
Free Gift Inventories is an example of Player-Decided Distribution of Rewards & Penalties.
As long as the gifts are being given to other players, they are a form of Social Interaction. Although on the surface they allow players to perform Altruistic Actions they may carry the consequences of an implied Delayed Reciprocity and even Guilting.
Relations
Can Instantiate
Altruistic Actions, Delayed Reciprocity, Guilting, Player-Decided Distribution of Rewards & Penalties, Social Interaction
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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