Difference between revisions of "Equipment Slots"

From gdp3
Jump to: navigation, search
Line 13: Line 13:
  
 
=== Examples ===
 
=== Examples ===
 +
[[Equipment Slots]] are common in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]]. [[Arcanum]] and the first games in the [[Fallout series]] make use of them, as does [[Torchlight]], the [[Baldur's Gate series|Baldur's Gate]] and [[Dragon Age series]]. In these games, players have general inventories and can from these select the specific items they wish to use at any particular moment. [[Minecraft]] uses the same design structures as the above roleplaying games but in a sandbox game and lets game time progress while players are accessing the inventory and [[Equipment Slots]].
  
[[Equipment Slots]] are common in [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]].
+
Some [[:Category:FPS Games|First-Person Shooters]] also make use of [[Equipment Slots]] but then without having inventories. This is used, e.g. in [[Left 4 Dead series]], to force players to commit to using a particular set of weapons and changes can only be done when new weapons are found or by backtracking to where old weapons were left.
 
+
[[Arcanum]] and the first games in the [[Fallout series]] make use of them, as does the [[Baldur's Gate series|Baldur's Gate]] and [[Dragon Age series]].
+
 
+
 
+
[[Minecraft]]
+
 
+
 
+
 
+
 
+
[[Left 4 Dead series]]
+
 
+
  
 
== Using the pattern ==
 
== Using the pattern ==
 +
[[Characters]]
 +
[[Player Characters]]
 +
[[Companions]]
  
  
Line 52: Line 45:
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Armor]],  
 
[[Armor]],  
 +
[[Characters]],
 
[[Equipment]],  
 
[[Equipment]],  
 
[[Inventories]],  
 
[[Inventories]],  

Revision as of 09:11, 1 August 2011

Slots used to indicate which game items players wish to use.

Games that let players find armor, weapons, or other types of equipment often let them find many different kinds of each to let players have the choice of selecting wish they prefer. Having Equipment Slots lets players show this choice simply by placing the selected items in slots. Depending on if they are combined with a general inventory or not, these slots can represent everything one can carry.

Examples

Equipment Slots are common in Computer-based Roleplaying Games. Arcanum and the first games in the Fallout series make use of them, as does Torchlight, the Baldur's Gate and Dragon Age series. In these games, players have general inventories and can from these select the specific items they wish to use at any particular moment. Minecraft uses the same design structures as the above roleplaying games but in a sandbox game and lets game time progress while players are accessing the inventory and Equipment Slots.

Some First-Person Shooters also make use of Equipment Slots but then without having inventories. This is used, e.g. in Left 4 Dead series, to force players to commit to using a particular set of weapons and changes can only be done when new weapons are found or by backtracking to where old weapons were left.

Using the pattern

Characters Player Characters Companions


There are two main uses for Limited Inventory Slots and these


Diegetic Aspects

Interface Aspects

HUD Interfaces

Secondary Interface Screens

Narrative Aspects

Consequences

Relations

Can Instantiate

Functional Roles, Tradeoffs

Can Modulate

Armor, Characters, Equipment, Inventories, Tools, Weapons

Can Be Instantiated By

-

Can Be Modulated By

HUD Interfaces, Secondary Interface Screens

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-