Inventories
The space containing game elements carried by diegetic characters.
There is often a need to support functionality for managing items in games where players control characters that can carry several of these. Inventories prove a solution to this by letting players examine, discard, upgrade, repair, and in other ways through a separate representation that the main game world.
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 both in text-based computer versions (e.g. Kingdoms and the Zork series), "character"-based ones (e.g. Nethack and Slaves to Armok II: Dwarf Fortress), and graphical ones (e.g. the Fallout, Elder Scrolls, and Dragon Age series). [[Dragon Age II] make use of a common Inventory between the player's character and his or her companions.
Inventories can also be found in other type of computer games, e.g. Maniac Mansion, Minecraft, and Torchlight. The storage areas available to players in CityVille, FarmVille, and Zombie Lane can be seen as Inventories also.
Using the pattern
The typical design of Inventories consist of deciding how to provide functionality for how the Game Items carried by Characters can be interacted with.
While the only action that is needed for Inventories to be useful is that one can drop Game Items from them, many games provide other functionality. The Fallout series provides ways of negating the effects of Deterioration while Minecraft supports Crafting.
Resource Caps
Transferable Items
Free Gift Inventories are a special case of Inventories which contain Game Items that players can give to other players but not to themselves. They are typically present in games (e.g. CityVille and Zombie Lane) on social media platforms, primarily Facebook.
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.
Interface Aspects
Inventories are often instantiated as Secondary Interface Screens, e.g. in NetHack, the Fallout or Dragon Age series. Dragon Age II combines this with functionality for exchanging Transferable Items while Minecraft provides support for Crafting in its Inventory. It is quite common to begin Game Pauses when these kinds of Secondary Interface Screens are entered, although this can break Diegetic Consistency (Minecraft is an example of a game which does not do this).
However, Inventories can be shown in other ways. Tabletop Roleplaying Games often make the Inventories part of Character Sheets while games with Illocutionary Interfaces, which are typically text-based, do it as part of the main interface.
Consequences
Inventories may conflict with a Diegetic Consistency simply because they represent Game Items differently than in the Game Worlds or that they allow unrealistic amounts of Game Items to be carried. However, this is significantly magnified if entering Inventory game modes through Secondary Interface Screens invokes Game Pauses.
Relations
Can Instantiate
Inventories are a way to modulate both Characters Game Items
Can Modulate
Can Be Instantiated By
Character Sheets, Free Gift Inventories, Illocutionary Interfaces, 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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