Game Items

From gdp3
Jump to: navigation, search


Diegetic objects in game worlds that can be moved or interacted with.

This pattern is a still a stub.

Examples

Using the pattern

Tools Armor Weapons Equipment

Ownership

Deterioration

Inventories


One aspect of Game Items in Multiplayer Games is if they are 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

Can Be Modulated By

Collecting, Loot, Ownership, Pick-Ups, Stealing, Trading, Transfer of Control, Transferable Items

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgements