Difference between revisions of "Crafting"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Game Element Patterns]] | [[Category:Game Element Patterns]] | ||
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
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''The activity of creating game items.'' | ''The activity of creating game items.'' | ||
− | + | [[Crafting]] is the activity of creating game items within game worlds through actions. By allowing these activities, games explain how the items come to be in the worlds as well as offer players the possibility to engage in a constructive activity. | |
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
+ | [[Constructive Gameplay]] | ||
+ | [[Grinding]] | ||
+ | |||
+ | [[Diegetic Consistency]] | ||
+ | |||
+ | |||
+ | [[Skills]] | ||
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[[Tools]], | [[Tools]], | ||
+ | |||
+ | [[Resources]] | ||
+ | |||
+ | [[Persistent Game Worlds]] | ||
+ | [[Construction]] | ||
+ | |||
+ | |||
+ | [[Weapons]] | ||
+ | [[Tools]], | ||
+ | [[Armor]] | ||
+ | |||
+ | |||
+ | Any type of [[Game Items]] can be the result of [[Crafting]], but [[Tools]] is worth mentioning as a subcategory since it may be required for players to engage in other types of [[Crafting]] and thereby can set up development chains where the [[New Abilities]] gained can be seen as a form of [[Character Development]]. | ||
+ | |||
+ | [[Game Items]] | ||
+ | [[Tools]] | ||
+ | |||
+ | [[Inventories]] | ||
+ | |||
which is common in games using Converters in Producer-Consumer chains | which is common in games using Converters in Producer-Consumer chains | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Strategic Knowledge]] | [[Strategic Knowledge]] | ||
+ | [[Game Items]] | ||
+ | |||
+ | ==== with [[Tools]] ==== | ||
+ | [[Character Development]] | ||
==== with ... ==== | ==== with ... ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Tools]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 10:39, 17 April 2011
The activity of creating game items.
Crafting is the activity of creating game items within game worlds through actions. By allowing these activities, games explain how the items come to be in the worlds as well as offer players the possibility to engage in a constructive activity.
Contents
Examples
Crafting is most often found in Category:Massively Multiplayer Online Games such as Entropia Universe, Eve Online, Ultima Online, World of Warcraft. Here, players can craft weapons, armor, and tools depending on the setting.
In Minecraft players need to craft all tools they wish to use. Zombie Lane allows players to buy more powerful weapons that the default shovel, but also that they can create special types of weapons through Crafting.
The Fable series let players engage in mini-games that are diegetically presented as crafting but doesn't actually create game items.
Using the pattern
Persistent Game Worlds Construction
Any type of Game Items can be the result of Crafting, but Tools is worth mentioning as a subcategory since it may be required for players to engage in other types of Crafting and thereby can set up development chains where the New Abilities gained can be seen as a form of Character Development.
which is common in games using Converters in Producer-Consumer chains
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
If players can construct Game Items themselves through Crafting (as for example in Minecraft or Slaves to Armok II: Dwarf Fortress), the knowledge of what Game Items can be construct, and what is required to do this, is Strategic Knowledge.
Relations
Can Instantiate
Strategic Knowledge Game Items
with Tools
with ...
Can Modulate
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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Acknowledgements
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