Loot
From gdp3
Revision as of 07:00, 2 April 2011 by Staffan Björk (Talk | contribs)
Items found in game worlds that function as rewards. This pattern is a still a stub.
Contents
Examples
Dungeons & Dragons Dragon Age series
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 (e.g. Borderlands and the Dragon Age series), and Destructible Objects, from which the appear when the are destroyed.
Negotiation
Betrayal
Relayed Reciprocity
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Loot is a type of Reward
Relations
Can Instantiate
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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Acknowledgments
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