Difference between revisions of "Inventories"
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[[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 [[Inventories|Inventory]] for the [[Player Characters|Player Character]] and the [[Companions]] but [[Sockets]] for the [[Game Items]] actually equipped by them. | [[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 [[Inventories|Inventory]] for the [[Player Characters|Player Character]] and the [[Companions]] but [[Sockets]] for the [[Game Items]] actually equipped by them. | ||
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=== Interface Aspects === | === Interface Aspects === | ||
− | [[Inventories]] are often instantiated as [[Secondary Interface Screens]], e.g. in [[NetHack]], the [[Fallout series|Fallout]] or [[Dragon Age series]]. [[Dragon Age II]] combines this with functionality for exchanging [[Transferable Items]] while [[Minecraft]] provides support for [[Crafting]] in its [[Inventories|Inventory]]. | + | [[Inventories]] are often instantiated as [[Secondary Interface Screens]], e.g. in [[NetHack]], the [[Fallout series|Fallout]] or [[Dragon Age series]]. [[Dragon Age II]] combines this with functionality for exchanging [[Transferable Items]] while [[Minecraft]] provides support for [[Crafting]] in its [[Inventories|Inventory]]. It is quite common to begin [[Game Pauses]] when these kinds of [[Secondary Interface Screens]] are entered, although this can break [[Diegetic Consistency]] ([[Minecraft]] is an example of a game which does ''not'' do this). |
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− | [[Diegetic Consistency]] | + | |
− | + | However, [[Inventories]] can be shown in other ways. [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] often make the [[Inventories]] part of [[Character Sheets]] while games with [[Illocutionary Interfaces]], which are typically text-based, do it as part of the main interface. | |
== Consequences == | == Consequences == | ||
− | [[Diegetic Consistency]] | + | [[Inventories]] may conflict with a [[Diegetic Consistency]] simply because they represent [[Game Items]] differently than in the [[Game Worlds]] or that they allow unrealistic amounts of [[Game Items]] to be carried. However, this is significantly magnified if entering [[Inventories|Inventory]] game modes through [[Secondary Interface Screens]] invokes [[Game Pauses]]. |
== Relations == | == Relations == | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Character Sheets]], | [[Character Sheets]], | ||
+ | [[Illocutionary Interfaces]], | ||
[[Secondary Interface Screens]] | [[Secondary Interface Screens]] | ||
Revision as of 21:09, 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.
Contents
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
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.
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. It is quite common to begin Game Pauses when these kinds of Secondary Interface Screens are entered, although this can break Diegetic Consistency (Minecraft is an example of a game which does not do this).
However, Inventories can be shown in other ways. Tabletop Roleplaying Games often make the Inventories part of Character Sheets while games with Illocutionary Interfaces, which are typically text-based, do it as part of the main interface.
Consequences
Inventories may conflict with a Diegetic Consistency simply because they represent Game Items differently than in the Game Worlds or that they allow unrealistic amounts of Game Items to be carried. However, this is significantly magnified if entering Inventory game modes through Secondary Interface Screens invokes Game Pauses.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Character Sheets, Illocutionary Interfaces, Secondary Interface Screens
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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