Difference between revisions of "Game Items"

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[[Ownership]]
 
[[Ownership]]
  
[[Deterioration]]
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[[Sets]]
  
 
[[Inventories]]
 
[[Inventories]]
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 +
One aspect of [[Game Items]] is how they should be acquired. While some [[Game Items]] can be gotten through [[Trading]] or as [[Rewards]], [[Tools]] can also be [[Pick-Ups]], i.e. existing as game elements in [[Game Worlds]] and [[Levels]] before being acquired, possible through appearing as [[Loot]].
  
 
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.
 
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.
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Game Worlds]],
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[[Levels]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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[[Rewards]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 19:55, 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

Sets

Inventories

One aspect of Game Items is how they should be acquired. While some Game Items can be gotten through Trading or as Rewards, Tools can also be Pick-Ups, i.e. existing as game elements in Game Worlds and Levels before being acquired, possible through appearing as Loot.

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

Game Worlds, Levels

Can Be Instantiated By

Rewards

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