Difference between revisions of "Inventories"
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[[: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 | + | This was carried on both in text-based computer games (e.g. [[Kingdoms]] and the [[Zork series]]) |
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− | [[ | + | |
− | [[ | + | |
[[Dragon Age series]] | [[Dragon Age series]] | ||
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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. | ||
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[[Dragon Age II] | [[Dragon Age II] | ||
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=== Interface Aspects === | === Interface Aspects === | ||
− | [[Inventories]] are often instantiated as [[Secondary Interface Screens]] | + | [[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]]. |
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− | [[Dragon Age II]] combines this with functionality for exchanging [[Transferable Items]] while [[Minecraft]] provides support for [[Crafting]] in its [[Inventories|Inventory]]. | + | |
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+ | However, | ||
[[Character Sheets]] | [[Character Sheets]] | ||
Revision as of 20:40, 10 April 2011
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.
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 games (e.g. Kingdoms and the Zork series)
Dragon Age series Fallout series
Not all lists of carried
The storage areas available to players in FarmVille and Zombie Lane can be seen as Inventories also.
[[Dragon Age II]
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.
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
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Character Sheets, 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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