Inventories

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The space containing game elements carried by diegetic characters.

For games where players control characters that can carry

This pattern is a still a stub.

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 games (e.g. Kingdoms and the Zork series)

Dragon Age series Fallout series

Not all lists of carried


Minecraft

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


[[Dragon Age II]

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

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Acknowledgements