Difference between revisions of "Inventories"

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''The space containing game elements carried by diegetic characters.''
 
''The space containing game elements carried by diegetic characters.''
  
For games where players control characters that can carry
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There is often a need to support functionality for managing items in games where players control characters that can carry several of these. [[Inventories]] prove a solution to this by letting players examine, discard, upgrade, repair, and in other ways through a separate representation that the main game world.
 
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This pattern is a still a stub.
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=== Examples ===
 
=== Examples ===
 
[[:Category:Roleplaying Games|Roleplaying Games]] grew out of [[:Category:Miniature Games|Miniature Games]] by focusing on individual characters, including their equipment. This lead many such games, e.g. [[Dungeons and Dragons]], [[GURPS]], and [[Mutant]], to have [[Inventories]] and rules for how much the players' characters could carry (although these were often ignored).  
 
[[:Category:Roleplaying Games|Roleplaying Games]] grew out of [[:Category:Miniature Games|Miniature Games]] by focusing on individual characters, including their equipment. This lead many such games, e.g. [[Dungeons and Dragons]], [[GURPS]], and [[Mutant]], to have [[Inventories]] and rules for how much the players' characters could carry (although these were often ignored).  
  
This was carried on both in text-based computer games (e.g. [[Kingdoms]] and the [[Zork series]])
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This was carried on both in text-based computer versions (e.g. [[Kingdoms]] and the [[Zork series]]), "character"-based ones (e.g. [[Nethack]] and [[Slaves to Armok II: Dwarf Fortress]]), and graphical ones (e.g. [[Maniac Mansion]], [[Minecraft]], the [[Fallout series|Fallout]], [[Elder Scrolls series|Elder Scrolls]], and [[Dragon Age series]]). [[Dragon Age II] make use of a common [[Inventories|Inventory]] between the player's character and his or her companions.
 
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[[Dragon Age series]]
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[[Fallout series]]
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Not all lists of carried
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[[Minecraft]]  
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The storage areas available to players in [[FarmVille]] and [[Zombie Lane]] can be seen as [[Inventories]] also.
 
The storage areas available to players in [[FarmVille]] and [[Zombie Lane]] can be seen as [[Inventories]] also.
  
 
[[Dragon Age II]
 
 
== Using the pattern ==
 
== Using the pattern ==
 
[[Game Items]]
 
[[Game Items]]

Revision as of 20:57, 10 April 2011

The space containing game elements carried by diegetic characters.

There is often a need to support functionality for managing items in games where players control characters that can carry several of these. Inventories prove a solution to this by letting players examine, discard, upgrade, repair, and in other ways through a separate representation that the main game world.

Examples

Roleplaying Games grew out of Miniature Games by focusing on individual characters, including their equipment. This lead many such games, e.g. Dungeons and Dragons, GURPS, and Mutant, to have Inventories and rules for how much the players' characters could carry (although these were often ignored).

This was carried on both in text-based computer versions (e.g. Kingdoms and the Zork series), "character"-based ones (e.g. Nethack and Slaves to Armok II: Dwarf Fortress), and graphical ones (e.g. Maniac Mansion, Minecraft, the Fallout, Elder Scrolls, and Dragon Age series). [[Dragon Age II] make use of a common Inventory between the player's character and his or her companions.

The storage areas available to players in FarmVille and Zombie Lane can be seen as Inventories also.

Using the pattern

Game Items

Limited Resources


Characters Torchlight Game Worlds Free Gift Inventories Resource Caps Props Transferable Items


Sockets have similarities with Inventories, and may in some cases be a feasible alternative to Inventories. Dragon Age II does a combination of Inventories and Sockets by having a common Inventory for the Player Character and the Companions but Sockets for the Game Items actually equipped by them.

Diegetic Aspects

Interface Aspects

Inventories are often instantiated as Secondary Interface Screens, e.g. in NetHack, the Fallout or Dragon Age series. Dragon Age II combines this with functionality for exchanging Transferable Items while Minecraft provides support for Crafting in its Inventory.

However, Character Sheets


Game Pauses

Diegetic Consistency

Narrative Aspects

Consequences

Diegetic Consistency

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Character Sheets, Secondary Interface Screens

Can Be Modulated By

Game Pauses

Possible Closure Effects

Potentially Conflicting With

Diegetic Consistency

History

New pattern created in this wiki.

References

-

Acknowledgements