Difference between revisions of "Equipment"
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=== Examples === | === Examples === | ||
− | [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons and Dragons]] and [[Mutant]] have many [[Equipable Items]] such as weapons, armor, and for some cases magical items. While neither players nor game masters necessarily keep exact track of what is equipped (except maybe armor), computer-based examples such as the [[Elder Scrolls series|Elder Scrolls]] and [[Dragon Age series]] requires that players explicitly choose which items are equipped. [[NetHack]] and [[Minecraft]] are games sharing similarities with [[:Category:Roleplaying Games|Roleplaying Games]], including the requirement to equip items for them to be usable or affect gameplay beyond what they weight. | + | [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons and Dragons]] and [[Mutant]] have many [[Equipable Items]] such as weapons, armor, tools, and for some cases magical items. While neither players nor game masters necessarily keep exact track of what is equipped (except maybe armor) since this can be negotiated as necessary, computer-based examples such as the [[Elder Scrolls series|Elder Scrolls]] and [[Dragon Age series]] requires that players explicitly choose which items are equipped. [[NetHack]] and [[Minecraft]] are games sharing similarities with [[:Category:Roleplaying Games|Roleplaying Games]], including the requirement to equip items for them to be usable or affect gameplay beyond what they weight. |
[[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series]] and the [[Left 4 Dead series]] have a limited set of weapons (and medical equipment for the latter) that players can use. At any given point only one of these are usable, but all can be said to be [[Equipable Items]] in that players have to select one for it to become active. | [[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series]] and the [[Left 4 Dead series]] have a limited set of weapons (and medical equipment for the latter) that players can use. At any given point only one of these are usable, but all can be said to be [[Equipable Items]] in that players have to select one for it to become active. | ||
== Using the pattern == | == Using the pattern == | ||
− | |||
− | |||
− | |||
− | [[ | + | Making [[Game Items]] into [[Equipable Items]] consists of deciding |
− | [[ | + | [[Agents]] that are to equip [[Game Items]] typically need to have [[Ownership]] of these. |
− | [[ | + | [[Inventories]] |
[[Sockets]] | [[Sockets]] | ||
− | [[ | + | |
+ | Types of [[Game Items]] commonly equipped for active use is [[Weapons]] and [[Tools]] while [[Armor]] and [[Equipment]] are commonly done so for defensive use. | ||
+ | |||
+ | A special case of [[Equipable Items]] are ''cursed'' [[Game Items]]. These, most often found in [[:Category:Roleplaying Games|Roleplaying Games]] (and [[NetHack]]) give [[Decreased Abilities]]. Equipping them are [[Irreversible Events]] to avoid them simply being removed, or at least until some type of [[Privileged Abilities|Privileged Ability]] has been applied on them. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
+ | [[Avatars]] | ||
+ | |||
+ | [[Cosmetic Game Items]] | ||
=== Interface Aspects === | === Interface Aspects === | ||
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== Consequences == | == Consequences == | ||
+ | [[Equipable Items]] provide a [[Freedom of Choice]] for players, not only by having the option to use one particular [[Game Items|Game Item]] but also indirectly because there typically are several [[Game Items]] to choose from. | ||
+ | |||
+ | The typical reason to equip | ||
+ | |||
+ | [[Sockets]] | ||
+ | |||
+ | [[Limited Set of Actions]] | ||
+ | |||
+ | Equipping ''cursed'' [[Game Items]] are likely to be [[Surprises]] since they rarely are equipped if one knows their effect. | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Decreased Abilities]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Improved Abilities]], | ||
+ | [[Irreversible Events]], | ||
+ | [[New Abilities]], | ||
− | ==== with | + | ==== with [[Sockets]] ==== |
+ | [[Limited Set of Actions]] | ||
+ | |||
+ | ==== with [[Decreased Abilities]] and [[Irreversible Events]] ==== | ||
+ | [[Surprises]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Armor]], | ||
+ | [[Equipment]], | ||
+ | [[Game Items]], | ||
+ | [[Inventories]], | ||
+ | [[Sockets]], | ||
+ | [[Tools]], | ||
+ | [[Weapons]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | - | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 18:43, 12 April 2011
Game items that can be equipped.
In games where players can get hold of many types of items that can be used or worn, players need to actively choose which items to use. This is typically done by equipping them, and since not all items necessarily can be equipped it makes sense to distinguish between those that are Equipable Items and those that are not.
Contents
Examples
Roleplaying Games such as Dungeons and Dragons and Mutant have many Equipable Items such as weapons, armor, tools, and for some cases magical items. While neither players nor game masters necessarily keep exact track of what is equipped (except maybe armor) since this can be negotiated as necessary, computer-based examples such as the Elder Scrolls and Dragon Age series requires that players explicitly choose which items are equipped. NetHack and Minecraft are games sharing similarities with Roleplaying Games, including the requirement to equip items for them to be usable or affect gameplay beyond what they weight.
First-Person Shooters such as the Quake series and the Left 4 Dead series have a limited set of weapons (and medical equipment for the latter) that players can use. At any given point only one of these are usable, but all can be said to be Equipable Items in that players have to select one for it to become active.
Using the pattern
Making Game Items into Equipable Items consists of deciding
Agents that are to equip Game Items typically need to have Ownership of these.
Types of Game Items commonly equipped for active use is Weapons and Tools while Armor and Equipment are commonly done so for defensive use.
A special case of Equipable Items are cursed Game Items. These, most often found in Roleplaying Games (and NetHack) give Decreased Abilities. Equipping them are Irreversible Events to avoid them simply being removed, or at least until some type of Privileged Ability has been applied on them.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Equipable Items provide a Freedom of Choice for players, not only by having the option to use one particular Game Item but also indirectly because there typically are several Game Items to choose from.
The typical reason to equip
Equipping cursed Game Items are likely to be Surprises since they rarely are equipped if one knows their effect.
Relations
Can Instantiate
Decreased Abilities, Freedom of Choice, Improved Abilities, Irreversible Events, New Abilities,
with Sockets
with Decreased Abilities and Irreversible Events
Can Modulate
Armor, Equipment, Game Items, Inventories, Sockets, Tools, Weapons
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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