Inventories
The space containing game elements carried by diegetic characters.
For games where players control characters that can carry
This pattern is a still a stub.
Contents
Examples
Roleplaying Games grew out of Miniature Games by focusing on individual characters, including their equipment. This lead many such games, e.g. Dungeons and Dragons, GURPS, and Mutant, to have Inventories and rules for how much the players' characters could carry (although these were often ignored).
This was carried on
Dragon Age series Fallout series
Not all lists of carried
The storage areas available to players in FarmVille and Zombie Lane can be seen as Inventories also.
Some |First-Person Shooters, e.g. the Battlefied and Left 4 Dead series provides a very limited form of Inventories. Here players have
[[Dragon Age II]
Using the pattern
Characters
Torchlight
Game Worlds
Free Gift Inventories
Resource Caps
Props
Transferable Items
Sockets have similarities with Inventories, and may in some cases be a feasible alternative to Inventories. Dragon Age II does a combination of Inventories and Sockets by having a common Inventory for the Player Character and the Companions but Sockets for the Game Items actually equipped by them.
Diegetic Aspects
Interface Aspects
Inventories are often instantiated as Secondary Interface Screens (e.g. in the Dragon Age series or
Dragon Age II combines this with functionality for exchanging Transferable Items while Minecraft provides support for Crafting in its Inventory.
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Character Sheets, Secondary Interface Screens
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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