Difference between revisions of "Game Element Trading"

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(Relations)
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== Consequences ==
 
== Consequences ==
  
== Relations ==
+
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 ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Memorabilia]]
 
[[Memorabilia]]
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[[Player-Player Proximity]]
 
[[Player-Player Proximity]]
  
==== with [[Tools]] ====
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==== with [[Character Development]], [[Cosmetic Game Items]], [[Resource Generators]], or [[Tools]] ====
 
[[Extra-Game Consequences]]
 
[[Extra-Game Consequences]]
  

Revision as of 13:12, 27 August 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

Can Instantiate

Memorabilia

with Player-Artifact Proximity

Player-Player Proximity

with Character Development, Cosmetic Game Items, Resource Generators, or Tools

Extra-Game Consequences

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

Ubiquitous Gameplay

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

-

Acknowledgements

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004