Difference between revisions of "Game Element Trading"
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== Using the pattern == | == Using the pattern == | ||
− | [[Game Element Trading]] requires [[Heterogeneous Game Element Ownership]] so that different players can own different parts of a game, with typical examples of tradable parts being [[Cards]], [[Dice]], [[Game Items]], [[Miniatures]], and the marbles of [[Marble Games]]. | + | [[Game Element Trading]] requires [[Heterogeneous Game Element Ownership]] so that different players can own different parts of a game, with typical examples of tradable parts being [[Cards]], [[Dice]], [[Game Items]], [[Miniatures]], and the marbles of [[Marble Games]]. While the type of game element is a first design choice regarding this pattern, where these game elements come from is a second design choice. Game systems can provide them during gameplay through [[Game Element Insertion]] (e.g. through [[Loot]]) but [[Purchasable Game Advantages]] is another solution (seen for example in the booster packs available for [[Magic: The Gathering]]). [[Player Created Game Elements]] can also be used but risks crashing markets as the values of game elements can become very low if players create too large numbers of some type of game element. |
− | While the type of game element is a first design choice regarding this pattern, where these game elements come from is a second design choice. | + | |
+ | === Diegetic Aspects === | ||
− | + | === Interface Aspects === | |
+ | This is for example supported through | ||
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=== Narrative Aspects === | === Narrative Aspects === |
Revision as of 08:46, 28 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note: this pattern describes exchanges between people of the items used to play games. See Trading for exchanges of resources as part of the gameplay.
Contents
Examples
Using the pattern
Game Element Trading requires Heterogeneous Game Element Ownership so that different players can own different parts of a game, with typical examples of tradable parts being Cards, Dice, Game Items, Miniatures, and the marbles of Marble Games. While the type of game element is a first design choice regarding this pattern, where these game elements come from is a second design choice. Game systems can provide them during gameplay through Game Element Insertion (e.g. through Loot) but Purchasable Game Advantages is another solution (seen for example in the booster packs available for Magic: The Gathering). Player Created Game Elements can also be used but risks crashing markets as the values of game elements can become very low if players create too large numbers of some type of game element.
Diegetic Aspects
Interface Aspects
This is for example supported through
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
Transfer of Control Collecting Gain Ownership
Can Instantiate
with Player-Artifact Proximity
with Character Development, Cosmetic Game Items, Resource Generators, or Tools
Can Modulate
Can Be Instantiated By
Character Development, Heterogeneous Game Element Ownership, Player-Artifact Proximity, Player Created Game Elements, 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
Player Created Game Elements, Ubiquitous Gameplay
History
New pattern created in this wiki.
References
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