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.''
  
This pattern is a still a stub.
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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 ===
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Players of [[FarmVille]] are often presented with lost animals that they may offer to other players.
  
[[FarmVille]]
 
  
 
== Using the pattern ==
 
== Using the pattern ==
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Creating
  
=== Diegetic Aspects ===
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[[Resources]]
  
=== Interface Aspects ===
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[[Randomness]]
  
=== Narrative Aspects ===
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[[Resource Generators]]
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[[Massively Single-Player Online Games]]
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[[Trading]]
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[[Cooperation]]
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=== Interface Aspects ===
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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 ==
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[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.

Examples

Players of FarmVille are often presented with lost animals that they may offer to other players.


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

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

Secondary Interface Screens

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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