Game Element Trading

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Note: this pattern describes exchanges between people of the items used to play games. See Trading for exchanges of resources as part of the gameplay.

Examples

Using the pattern

Game Element Trading requires Heterogeneous Game Element Ownership so that different players can own different parts of a game, with typical examples of tradable parts being Cards, Dice, Game Items, Miniatures, and the marbles of Marble Games.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

While Character Development and Cosmetic Game Items can create Extra-Game Consequences by themselves, the possibility of Game Element Trading adds more types of possible consequences.


Relations

Can Instantiate

Memorabilia

with Player-Artifact Proximity

Player-Player Proximity

with Character Development, Cosmetic Game Items, Resource Generators, or Tools

Extra-Game Consequences

Can Modulate

Can Be Instantiated By

Character Development, Heterogeneous Game Element Ownership, Player-Artifact Proximity, Purchasable Game Advantages

Cosmetic Game Items together with Multiplayer Games

Game Items together with Persistent Game Worlds

Tools together with Multiplayer Games

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Ubiquitous Gameplay

History

New pattern created in this wiki.

References

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Acknowledgements