Difference between revisions of "Loot"
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The most common source for [[Loot]] is [[Enemies]] that drop them when they are killed, as for example found in [[Dungeons & Dragons]], [[Borderlands]] and the [[Dragon Age series]]. Other sources include [[Non-Player Characters]] but any type of [[Inhabitants]] that can be the target for [[Eliminate]] goals can work. | The most common source for [[Loot]] is [[Enemies]] that drop them when they are killed, as for example found in [[Dungeons & Dragons]], [[Borderlands]] and the [[Dragon Age series]]. Other sources include [[Non-Player Characters]] but any type of [[Inhabitants]] that can be the target for [[Eliminate]] goals can work. | ||
− | |||
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[[Balancing Effect]] | [[Balancing Effect]] | ||
− | + | ||
[[Negotiation]] | [[Negotiation]] | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | As mentioned earlier, [[Diegetic Consistency]] may influence what type of [[Loot]] should be given so not to break come into direct confrontation with it. | ||
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
− | [[Loot]] is a type of [[Rewards | + | [[Loot]] is a type of [[Resources]] given as [[Rewards]] for completing [[Eliminate]] goals. By providing this, they give a motivation for players to engage in [[Combat]] (besides any other that may already exist). Since letting [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] provide [[Loot]] makes them a possible way to gain [[Resources]], this pairing makes the former into [[Resource Sources]]. |
When players know about the potential for [[Loot]], and especially if they know something about the distribution between different types of [[Loot]], the pattern gives rise to [[Anticipation]] and [[Stimulated Planning]] on how to gain it. | When players know about the potential for [[Loot]], and especially if they know something about the distribution between different types of [[Loot]], the pattern gives rise to [[Anticipation]] and [[Stimulated Planning]] on how to gain it. | ||
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[[Anticipation]], | [[Anticipation]], | ||
[[Red Queen Dilemma]], | [[Red Queen Dilemma]], | ||
+ | [[Resources]], | ||
[[Rewards]], | [[Rewards]], | ||
[[Stimulated Planning]] | [[Stimulated Planning]] |
Revision as of 07:59, 2 April 2011
Random items found in game worlds that function as rewards.
This pattern is a still a stub.
Contents
Examples
Dungeons & Dragons Dragon Age series
Drakborgen should an inverse example of the pattern; players try to get into a dragon's lair and get as much Loot as possible before it awakens.
Using the pattern
The two primary considerations for designing Loot is when players should receive them and what they should consist of.
The most common source for Loot is Enemies that drop them when they are killed, as for example found in Dungeons & Dragons, Borderlands and the Dragon Age series. Other sources include Non-Player Characters but any type of Inhabitants that can be the target for Eliminate goals can work.
Randomness is a core part of Loot; if what Loot is acquired is completely known in advance the design instead becomes the more general Resources instead.
This does not mean that Loot needs to be completely random among all possible game elements, the exact composition of any given Loot may be bounded to maintain Diegetic Consistency and to maintain Red Queen Dilemma.
Negotiation Betrayal Relayed Reciprocity
Diegetic Aspects
As mentioned earlier, Diegetic Consistency may influence what type of Loot should be given so not to break come into direct confrontation with it.
Interface Aspects
Narrative Aspects
Consequences
Loot is a type of Resources given as Rewards for completing Eliminate goals. By providing this, they give a motivation for players to engage in Combat (besides any other that may already exist). Since letting Enemies, Inhabitants, or Non-Player Characters provide Loot makes them a possible way to gain Resources, this pairing makes the former into Resource Sources.
When players know about the potential for Loot, and especially if they know something about the distribution between different types of Loot, the pattern gives rise to Anticipation and Stimulated Planning on how to gain it.
"ninja looting"
scavenging
Relations
Can Instantiate
Anticipation, Red Queen Dilemma, Resources, Rewards, Stimulated Planning
with Enemies, Inhabitants, or Non-Player Characters
Can Modulate
Combat, Eliminate, Enemies, Inhabitants, Non-Player Characters
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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Acknowledgments
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