Difference between revisions of "Free Gift Inventories"

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=== Examples ===
 
=== Examples ===
 
Players of [[FarmVille]] are often presented with lost animals that they may offer to other players.  
 
Players of [[FarmVille]] are often presented with lost animals that they may offer to other players.  
 
  
 
== Using the pattern ==
 
== Using the pattern ==
Creating  
+
Creating [[Free Gift Inventories]] consist primarily of deciding when players should be provided with them and what [[Resources]] they should contain. They are typically some form of [[Rewards|Reward]] but with some level of [[Randomness]] to avoid making other players being able to predict too easily when they should be possible receivers. Likewise, [[Randomness]] is often used so no players can predict what [[Resources]] will be the next possible gift.
  
[[Resources]]
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Given that [[Free Gift Inventories]] provide a way for [[Social Interaction]] with no direct negative consequences and no need real-time interaction, they are well-suited for [[Massively Single-Player Online Games]], [[Asynchronous Games]] and any with [[Casual Gameplay]].
  
[[Randomness]]
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[[Inventory]]
  
[[Resource Generators]]
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[[Trading]]
  
[[Massively Single-Player Online Games]]
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[[Producers]]
 
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[[Trading]]
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[[Cooperation]]
 
[[Cooperation]]
 +
 +
[[Renewable Resources]]
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 +
[[Empowerment]]
  
  
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[[Guilting]],  
 
[[Guilting]],  
 
[[Player-Decided Distribution of Rewards & Penalties]],  
 
[[Player-Decided Distribution of Rewards & Penalties]],  
[[Social Interaction]]
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[[Social Interaction]],
 
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[[Rewards]]
==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Asynchronous Games]],
 +
[[Casual Gameplay]],
 +
[[Massively Single-Player Online Games]],
 +
[[Resources]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Secondary Interface Screens]]
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[[Secondary Interface Screens]],
 +
[[Randomness]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==

Revision as of 22:38, 20 January 2011

Sets of game elements given to a player to be given to other players.

In games where players need resources, one way of encouraging social interaction between them is to allow them to give each other gifts. If they are given freely to players to distribute, they form Free Gift Inventories which players can use to help those other players which they feel are worthy of the presents.

Examples

Players of FarmVille are often presented with lost animals that they may offer to other players.

Using the pattern

Creating Free Gift Inventories consist primarily of deciding when players should be provided with them and what Resources they should contain. They are typically some form of Reward but with some level of Randomness to avoid making other players being able to predict too easily when they should be possible receivers. Likewise, Randomness is often used so no players can predict what Resources will be the next possible gift.

Given that Free Gift Inventories provide a way for Social Interaction with no direct negative consequences and no need real-time interaction, they are well-suited for Massively Single-Player Online Games, Asynchronous Games and any with Casual Gameplay.

Inventory

Trading

Producers

Cooperation

Renewable Resources

Empowerment


Interface Aspects

Managing Free Gift Inventories is likely to best done through Secondary Interface Screens unless they are a very common part of a game's gameplay.

Consequences

Free Gift Inventories is an example of Player-Decided Distribution of Rewards & Penalties.

As long as the gifts are being given to other players, they are a form of Social Interaction. Although on the surface they allow players to perform Altruistic Actions they may carry the consequences of an implied Delayed Reciprocity and even Guilting.


Relations

Can Instantiate

Altruistic Actions, Delayed Reciprocity, Guilting, Player-Decided Distribution of Rewards & Penalties, Social Interaction, Rewards

Can Modulate

Asynchronous Games, Casual Gameplay, Massively Single-Player Online Games, Resources

Can Be Instantiated By

-

Can Be Modulated By

Secondary Interface Screens, Randomness

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

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