Difference between revisions of "Transferable Items"
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=== Examples === | === Examples === | ||
The [[Left 4 Dead series]] series allows players to hand over health pills, pipe bombs, and other secondary items to each other to ensure that the group as a whole is most adequately equipped. | The [[Left 4 Dead series]] series allows players to hand over health pills, pipe bombs, and other secondary items to each other to ensure that the group as a whole is most adequately equipped. | ||
+ | |||
+ | [[World of Warcraft]] | ||
== Using the pattern == | == Using the pattern == | ||
+ | [[Game Items]] | ||
+ | [[Resources]] | ||
− | + | [[Enforced Ownership]] may at first seem to be fully incompatible with [[Transferable Items]]. This is however not the case since the enforcement may only hinder transferral to certain other [[Characters]] - [[World of Warcraft]] for example lets "soulbound" [[Game Items]] be sold to [[Non-Player Characters]] or [[Self-Service Kiosks]]. This still makes it impossible for other players to access the [[Game Items]] since they cannot be sold, and the design solution is effectively a case of [[Game Element Removal]] to create a [[Faucet/Sink]] system. | |
− | Game Items | + | |
+ | [[Characters]] | ||
+ | [[Non-Player Characters]] | ||
+ | [[Player Characters]] | ||
+ | [[Enemies]] | ||
[[Game Items]] | [[Game Items]] | ||
[[Cooperation]] | [[Cooperation]] | ||
− | |||
+ | Enabling [[Transferable Items]] is most easily done through letting [[Agents]] drop [[Game Items]], possibly as [[Pick-Ups]] | ||
+ | |||
+ | [[Stealing]] | ||
[[Trading]] | [[Trading]] | ||
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[[Game Items]] | [[Game Items]] | ||
− | |||
− | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Game Items]] | ||
+ | [[Resources]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 08:31, 10 April 2011
Game Items that can be equipped.
This pattern is a still a stub.
Contents
Examples
The Left 4 Dead series series allows players to hand over health pills, pipe bombs, and other secondary items to each other to ensure that the group as a whole is most adequately equipped.
Using the pattern
Enforced Ownership may at first seem to be fully incompatible with Transferable Items. This is however not the case since the enforcement may only hinder transferral to certain other Characters - World of Warcraft for example lets "soulbound" Game Items be sold to Non-Player Characters or Self-Service Kiosks. This still makes it impossible for other players to access the Game Items since they cannot be sold, and the design solution is effectively a case of Game Element Removal to create a Faucet/Sink system.
Characters Non-Player Characters Player Characters Enemies Game Items
Enabling Transferable Items is most easily done through letting Agents drop Game Items, possibly as Pick-Ups
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
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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