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. While the type of game element is a first design choice regarding this pattern, where these game elements come from is a second design choice.


Game systems can provide them during gameplay through Game Element Insertion (e.g. through Loot)


Purchasable Game Advantages

Player Created Game Elements

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

Transfer of Control Collecting Gain Ownership


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, Player Created Game Elements, 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

Game Element Insertion

Possible Closure Effects

Potentially Conflicting With

Player Created Game Elements, Ubiquitous Gameplay

History

New pattern created in this wiki.

References

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Acknowledgements