Difference between revisions of "Game Items"

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[[Weapons]]
 
[[Weapons]]
 
[[Equipment]]
 
[[Equipment]]
 +
[[MacGuffins]]
  
 
[[Ownership]]
 
[[Ownership]]
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[[Inventories]]
 
[[Inventories]]
  
 +
Tools can be used as goal objects in Gain Ownership goals, especially if there is only one instance of the Tool available and it is in a predetermined place. If the players can construct the Tools themselves, which is common in games using Converters in Producer-Consumer chains, the knowledge of what Tools to construct can be Strategic Knowledge. However, the production of the Tool can require Resources or knowledge, and gaining these may be used as goals in themselves using Gain Ownership or Gain Information goal patterns.
  
 
One aspect of [[Game Items]] in [[Multiplayer Games]] is if they are [[Transferable Items]], and if so how this is controlled. [[Stealing]] is one option here, which adds [[Attention Demanding]] to those game elements holding them as well as [[Tension]] and possibly [[Actions Have Diegetically Social Consequences]]. Otherwise, [[Ownership]] of [[Tools]] may simply be that no offensive [[Transfer of Control]] actions such as [[Stealing]] are possible but those holding [[Tools]] can either drop them or voluntary engage in [[Trading]]. Some games that wishes to make [[Transferable Items]] impossible (e.g. [[World of Warcraft]]) make the equipping of them into [[Irreversible Events]].
 
One aspect of [[Game Items]] in [[Multiplayer Games]] is if they are [[Transferable Items]], and if so how this is controlled. [[Stealing]] is one option here, which adds [[Attention Demanding]] to those game elements holding them as well as [[Tension]] and possibly [[Actions Have Diegetically Social Consequences]]. Otherwise, [[Ownership]] of [[Tools]] may simply be that no offensive [[Transfer of Control]] actions such as [[Stealing]] are possible but those holding [[Tools]] can either drop them or voluntary engage in [[Trading]]. Some games that wishes to make [[Transferable Items]] impossible (e.g. [[World of Warcraft]]) make the equipping of them into [[Irreversible Events]].

Revision as of 19:41, 8 April 2011


Diegetic objects in game worlds that can be moved or interacted with.

This pattern is a still a stub.

Examples

Using the pattern

Tools Armor Weapons Equipment MacGuffins

Ownership

Deterioration

Inventories

Tools can be used as goal objects in Gain Ownership goals, especially if there is only one instance of the Tool available and it is in a predetermined place. If the players can construct the Tools themselves, which is common in games using Converters in Producer-Consumer chains, the knowledge of what Tools to construct can be Strategic Knowledge. However, the production of the Tool can require Resources or knowledge, and gaining these may be used as goals in themselves using Gain Ownership or Gain Information goal patterns.

One aspect of Game Items in Multiplayer Games is if they are Transferable Items, and if so how this is controlled. Stealing is one option here, which adds Attention Demanding to those game elements holding them as well as Tension and possibly Actions Have Diegetically Social Consequences. Otherwise, Ownership of Tools may simply be that no offensive Transfer of Control actions such as Stealing are possible but those holding Tools can either drop them or voluntary engage in Trading. Some games that wishes to make Transferable Items impossible (e.g. World of Warcraft) make the equipping of them into Irreversible Events.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

When Ownership is regulated the existence of Game Items open up for Transfer of Control and Collecting actions to achieve Gain Ownership goals. This may also open up for Competitions and Races if the location of the Game Items are known to the players. However, it may or may not be possible to drop or trade a Tool after it has been taken. If a Tool is dropped when an Avatar or Unit carrying it is killed or destroyed, or if Gain Ownership over other players Tools is supported in the game design, the presence of Tools promotes Competition even after the Tool has been acquired.


Relations

Can Instantiate

with Stealing

Actions Have Diegetically Social Consequences, Attention Demanding, Tension

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Collecting, Loot, Ownership, Pick-Ups, Stealing, Trading, Transfer of Control, Transferable Items

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements