Game Items
Diegetic objects in game worlds that can be carried or interacted with.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Achievements Construction Alien Space Bats Quests Line of Sight
General categories of Game Items include Armor for protecting against Damage, Tools for providing Improved or New Abilities, and Weapons for modifying Combat. These are all Equipment but Game Items providing passive benefits are other examples of Equipment. While these all provide or modify some gameplay functionality, Cosmetic Game Items and MacGuffins are examples of Game Items that can serve purposes in games without directly affecting gameplay.
There are some general considerations of how Game Items should be modeled in a game. They can have many various Attributes of which the most common are probably value (which makes all Game Items to a common type of Resource) and weight. Another is if they should be Destructible Objects
through deterioration (most common for Armor, Tools, and Weapons)
One aspect of Game Items is how they should be acquired. While some Game Items can be gotten through Trading or as Rewards, Tools can also be Pick-Ups, i.e. existing as game elements in Game Worlds and Levels before being acquired, possible through appearing as Loot. Another option is that the players can construct Game Items themselves through Crafting, as for example done in Minecraft or Slaves to Armok II: Dwarf Fortress. Related to this, Game Items can be used as goal objects in Gain Ownership goals, especially if there is only one instance of a Game Item available and it is in a predetermined place.
Once players can have Ownership of Game Items, other design options open up. Inventories allow for many Game Items to be carried and interacted with through Secondary Interface Screens. Having Equipable Items lets players choose which Game Items should be active or should provide New Abilities at any given point in time. Sets can be used to allow Combos to occur for having specific combinations of Game Items equipped. Upgrades allow players to modify the Improved Abilities of Game Items by Upgrading them through using other Game Items, this can be supported by Sockets.
For Multiplayer Games one can consider if Game Items are to be Transferable Items, and if so how this is controlled. Stealing is one option here, which adds Attention Demanding to those game elements holding them as well as Tension and possibly Actions Have Diegetically Social Consequences. Otherwise, Ownership of Tools may simply be that no offensive Transfer of Control actions such as Stealing are possible but those holding Tools can either drop them or voluntary engage in Trading. Some games that wishes to make Transferable Items impossible (e.g. World of Warcraft) make the equipping of them into Irreversible Events.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
When Ownership is regulated the existence of Game Items open up for Transfer of Control and Collecting actions to achieve Gain Ownership goals. This may also open up for Competitions and Races if the location of the Game Items are known to the players. However, it may or may not be possible to drop or trade a Tool after it has been taken. If a Tool is dropped when an Avatar or Unit carrying it is killed or destroyed, or if Gain Ownership over other players Tools is supported in the game design, the presence of Tools promotes Competition even after the Tool has been acquired.
Relations
Can Instantiate
with Stealing
Actions Have Diegetically Social Consequences, Attention Demanding, Tension
Can Modulate
Can Be Instantiated By
Armor, Cosmetic Game Items, Equipment, MacGuffins, Tools, Rewards, Weapons
Can Be Modulated By
Attributes, Collecting, Crafting, Destructible Objects, Equipable Items, Inventories, Loot, Ownership, Pick-Ups, Sets, Sockets, Stealing, Trading, Transfer of Control, Transferable Items, Upgrades
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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