Difference between revisions of "Equipment"

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[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''Game Items that can be equipped.''
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''Game items that can be equipped.''
  
This pattern is a still a stub.
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In games where players can get hold of many types of items that can be used or worn, players need to actively choose which items to use. This is typically done by equipping them, and since not all items necessarily can be equipped it makes sense to distinguish between those that are [[Equipable Items]] and those that are not.
  
 
=== Examples ===
 
=== Examples ===
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[[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons and Dragons]] and [[Mutant]] have many [[Equipable Items]] such as weapons, armor, and for some cases magical items. While neither players nor game masters necessarily keep exact track of what is equipped (except maybe armor), computer-based examples such as the [[Elder Scrolls series|Elder Scrolls]] and [[Dragon Age series]] requires that players explicitly choose which items are equipped. [[NetHack]] and [[Minecraft]] are games sharing similarities with [[:Category:Roleplaying Games|Roleplaying Games]], including the requirement to equip items for them to be usable or affect gameplay beyond what they weight.
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[[:Category:FPS Games|First-Person Shooters]] such as the [[Quake series]] and the [[Left 4 Dead series]] have a limited set of weapons (and medical equipment for the latter) that players can use. At any given point only one of these are usable, but all can be said to be [[Equipable Items]] in that players have to select one for it to become active.
  
 
== Using the pattern ==
 
== Using the pattern ==
 
[[Game Items]]
 
[[Game Items]]
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[[Weapons]]
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[[Tools]]
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[[Inventories]]
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[[Armor]]
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[[Equipment]]
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[[Sockets]]
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[[Limited Set of Actions]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 18:21, 12 April 2011

Game items that can be equipped.

In games where players can get hold of many types of items that can be used or worn, players need to actively choose which items to use. This is typically done by equipping them, and since not all items necessarily can be equipped it makes sense to distinguish between those that are Equipable Items and those that are not.

Examples

Roleplaying Games such as Dungeons and Dragons and Mutant have many Equipable Items such as weapons, armor, and for some cases magical items. While neither players nor game masters necessarily keep exact track of what is equipped (except maybe armor), computer-based examples such as the Elder Scrolls and Dragon Age series requires that players explicitly choose which items are equipped. NetHack and Minecraft are games sharing similarities with Roleplaying Games, including the requirement to equip items for them to be usable or affect gameplay beyond what they weight.

First-Person Shooters such as the Quake series and the Left 4 Dead series have a limited set of weapons (and medical equipment for the latter) that players can use. At any given point only one of these are usable, but all can be said to be Equipable Items in that players have to select one for it to become active.

Using the pattern

Game Items

Weapons

Tools

Inventories

Armor

Equipment

Sockets

Limited Set of Actions

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

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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Acknowledgements