Difference between revisions of "Loot"

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[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''Items found in game worlds that function as rewards.''
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''Random items found in game worlds that function as rewards.''
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This pattern is a still a stub.
 
This pattern is a still a stub.
  
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[[Borderlands]]
 
[[Borderlands]]
  
[[Drakborgen]]
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[[Drakborgen]] should an inverse example of the pattern; players try to get into a dragon's lair and get as much [[Loot]] as possible before it awakens.
 
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[[Ravenwood Fair]]
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== Using the pattern ==
 
== Using the pattern ==
 
The two primary considerations for designing [[Loot]] is when players should receive them and what they should consist of.
 
The two primary considerations for designing [[Loot]] is when players should receive them and what they should consist of.
  
The most common source for [[Loot]] is  
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The most common source for [[Loot]] is [[Enemies]] that drop them when they are killed, as for example found in [[Dungeons & Dragons]], [[Borderlands]] and the [[Dragon Age series]]. Other sources include [[Non-Player Characters]] but any type of [[Inhabitants]] that can be the target for [[Eliminate]] goals can work.
[[Enemies]], that drop them when they are killed (e.g. [[Borderlands]] and the [[Dragon Age series]]), and [[Destructible Objects]], from which the appear when the are destroyed.
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[[Resources]]
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[[Diegetic Consistency]]
  
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 +
[[Randomness]] is a core part of [[Loot]]; if what [[Loot]] is acquired is completely known in advance the design instead becomes the more general [[Resources]] instead.
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 +
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This does not mean that [[Loot]] needs to be completely random among all possible game elements, the exact composition of any given [[Loot]] may be bounded to maintain [[Diegetic Consistency]] and to maintain [[Red Queen Dilemma]].
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[[Game Masters]]
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[[Balancing Effect]]
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[[Resources]]
  
 
[[Negotiation]]
 
[[Negotiation]]
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[[Relayed Reciprocity]]
 
[[Relayed Reciprocity]]
  
[[Randomness]]
 
 
[[Sets]]
 
[[Sets]]
  
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== Consequences ==
 
== Consequences ==
[[Loot]] is a type of [[Rewards|Reward]]
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[[Loot]] is a type of [[Rewards|Reward]] for completing [[Eliminate]] goals. By providing this, they give a motivation for players to engage in [[Combat]] (besides any other that may already exist).
 +
 
 +
Since letting [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] provide [[Loot]] makes them a possible way to gain [[Resources]], this pairing makes the former into
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[[Resource Sources]].
 +
 
 +
 
 +
"ninja looting"
 +
 
 +
scavenging
 +
 
 +
[[Stimulated Planning]]
 +
 
 +
[[Anticipation]]
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Red Queen Dilemma]],
 
[[Rewards]]
 
[[Rewards]]
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 +
==== with [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] ====
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[[Resource Sources]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Combat]],
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[[Eliminate]],
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[[Enemies]],
 +
[[Inhabitants]],
 +
[[Non-Player Characters]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Randomness]],
 +
[[Resource Sources]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Diegetic Consistency]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 07:43, 2 April 2011

Random items found in game worlds that function as rewards.

This pattern is a still a stub.

Examples

Dungeons & Dragons Dragon Age series

Borderlands

Drakborgen should an inverse example of the pattern; players try to get into a dragon's lair and get as much Loot as possible before it awakens.

Using the pattern

The two primary considerations for designing Loot is when players should receive them and what they should consist of.

The most common source for Loot is Enemies that drop them when they are killed, as for example found in Dungeons & Dragons, Borderlands and the Dragon Age series. Other sources include Non-Player Characters but any type of Inhabitants that can be the target for Eliminate goals can work.

Diegetic Consistency


Randomness is a core part of Loot; if what Loot is acquired is completely known in advance the design instead becomes the more general Resources instead.


This does not mean that Loot needs to be completely random among all possible game elements, the exact composition of any given Loot may be bounded to maintain Diegetic Consistency and to maintain Red Queen Dilemma.

Game Masters

Balancing Effect

Resources

Negotiation Betrayal Relayed Reciprocity

Sets

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Loot is a type of Reward for completing Eliminate goals. By providing this, they give a motivation for players to engage in Combat (besides any other that may already exist).

Since letting Enemies, Inhabitants, or Non-Player Characters provide Loot makes them a possible way to gain Resources, this pairing makes the former into Resource Sources.


"ninja looting"

scavenging

Stimulated Planning

Anticipation

Relations

Can Instantiate

Red Queen Dilemma, Rewards

with Enemies, Inhabitants, or Non-Player Characters

Resource Sources

Can Modulate

Combat, Eliminate, Enemies, Inhabitants, Non-Player Characters

Can Be Instantiated By

Randomness, Resource Sources

Can Be Modulated By

Diegetic Consistency

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

-

Acknowledgments

-