Difference between revisions of "Game Element Trading"
Line 10: | Line 10: | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
+ | |||
+ | ''Note: this pattern describes exchanges between people of the items used to play games. See [[Trading]] for exchanges of resources as part of the gameplay.'' | ||
=== Examples === | === Examples === | ||
Line 27: | Line 29: | ||
== Relations == | == Relations == | ||
+ | [[Game Items]] | ||
+ | [[Cards]] | ||
+ | [[Dice]] | ||
+ | [[Miniatures]] | ||
+ | marbles | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Memorabilia]] | [[Memorabilia]] | ||
Line 58: | Line 66: | ||
== History == | == History == | ||
− | |||
− | |||
− | |||
− | |||
New pattern created in this wiki. | New pattern created in this wiki. | ||
Revision as of 07:59, 28 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note: this pattern describes exchanges between people of the items used to play games. See Trading for exchanges of resources as part of the gameplay.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
While Character Development and Cosmetic Game Items can create Extra-Game Consequences by themselves, the possibility of Game Element Trading adds more types of possible consequences.
Relations
Game Items Cards Dice Miniatures marbles
Can Instantiate
with Player-Artifact Proximity
with Character Development, Cosmetic Game Items, Resource Generators, or Tools
Can Modulate
Can Be Instantiated By
Character Development, Heterogeneous Game Element Ownership, Player-Artifact Proximity, Purchasable Game Advantages
Cosmetic Game Items together with Multiplayer Games
Game Items together with Persistent Game Worlds
Tools together with Multiplayer Games
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
-