Difference between revisions of "Loot"
Line 6: | Line 6: | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Staffan's current workpage]] | [[Category:Staffan's current workpage]] | ||
− | '' | + | ''Random items found in game worlds that function as rewards.'' |
+ | |||
This pattern is a still a stub. | This pattern is a still a stub. | ||
Line 17: | Line 18: | ||
[[Borderlands]] | [[Borderlands]] | ||
− | [[Drakborgen]] | + | [[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 == | == Using the pattern == | ||
The two primary considerations for designing [[Loot]] is when players should receive them and what they should consist of. | 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 | + | 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. |
− | [[Enemies]] | + | |
− | [[ | + | [[Diegetic Consistency]] |
+ | |||
+ | [[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]]. | ||
+ | |||
+ | [[Game Masters]] | ||
+ | |||
+ | [[Balancing Effect]] | ||
+ | |||
+ | [[Resources]] | ||
[[Negotiation]] | [[Negotiation]] | ||
Line 34: | Line 43: | ||
[[Relayed Reciprocity]] | [[Relayed Reciprocity]] | ||
− | |||
[[Sets]] | [[Sets]] | ||
Line 44: | Line 52: | ||
== Consequences == | == Consequences == | ||
− | [[Loot]] is a type of [[Rewards|Reward]] | + | [[Loot]] is a type of [[Rewards|Reward]] 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]]. | ||
+ | |||
+ | |||
+ | "ninja looting" | ||
+ | |||
+ | scavenging | ||
+ | |||
+ | [[Stimulated Planning]] | ||
+ | |||
+ | [[Anticipation]] | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Red Queen Dilemma]], | ||
[[Rewards]] | [[Rewards]] | ||
+ | |||
+ | ==== with [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] ==== | ||
+ | [[Resource Sources]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Combat]], | ||
+ | [[Eliminate]], | ||
+ | [[Enemies]], | ||
+ | [[Inhabitants]], | ||
+ | [[Non-Player Characters]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Randomness]], | ||
+ | [[Resource Sources]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | [[Diegetic Consistency]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 07:43, 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
Interface Aspects
Narrative Aspects
Consequences
Loot is a type of Reward 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.
"ninja looting"
scavenging
Relations
Can Instantiate
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
-
Acknowledgments
-