Difference between revisions of "Loot"

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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.
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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.
  
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.
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Typical types of [[Loot]] include [[Weapons]], [[Tools]], [[Equipment]], and units of more general [[Resources]], e.g. gold or energy. [[Loot]] can of course consist of many individual items, so these can be combined in one case of [[Loot]]. [[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]]. In games with [[Game Masters]], they can tailor the [[Loot]] to having [[Balancing Effect]] or support [[Narration Structures]], and the fourth edition of [[Dungeons & Dragons]] suggest that players should give their [[Game Masters]] wish lists for what magic items they would like to find as part of [[Loot]].
  
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[[Sets]]
  
 
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For [[Multiplayer Games]], [[Loot Rights]] may be used to mechanize how [[Loot]] will be distributed among players.
[[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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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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[[Negotiation]]
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[[Betrayal]]
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[[Relayed Reciprocity]]
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[[Sets]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
 
As mentioned earlier, [[Diegetic Consistency]] may influence what type of [[Loot]] should be given so not to break come into direct confrontation with it.
 
As mentioned earlier, [[Diegetic Consistency]] may influence what type of [[Loot]] should be given so not to break come into direct confrontation with it.
 
=== Interface Aspects ===
 
 
=== Narrative Aspects ===
 
  
 
== Consequences ==
 
== Consequences ==
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When players know about the potential for [[Loot]], and especially if they know something about the distribution between different types of [[Loot]], the pattern gives rise to [[Anticipation]] and [[Stimulated Planning]] on how to gain it.
 
When players know about the potential for [[Loot]], and especially if they know something about the distribution between different types of [[Loot]], the pattern gives rise to [[Anticipation]] and [[Stimulated Planning]] on how to gain it.
  
 
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In [[Multiplayer Games]], the presence of [[Loot]] can give rise to several types of [[Social Interaction]]. The first is [[Negotiation]] about who should receive what part of the [[Loot]] and this can be done through [[Voting]] or game support for [[Loot Rights]]. A possible effect of this type of [[Negotiation]] is that some players willingly abstain from [[Loot]] in the belief that the other players' will honor this by [[Delayed Reciprocity]]. A second type of [[Social Interaction]] is [[Betrayal]] that easily emerges if any player engages in ''ninja looting'', i.e. taking [[Loot]] without caring or discussing other players' wishes (this includes taking the [[Loot]] which one has had not part in generating). Related to this is ''scavenging'', collecting [[Loot]] that has been left by those who produced it due to being of little value to them.
 
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"ninja looting"
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scavenging
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== Relations ==
 
== Relations ==
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==== with [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] ====
 
==== with [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] ====
 
[[Resource Sources]]
 
[[Resource Sources]]
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==== with [[Multiplayer Games]] ====
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[[Betrayal]],
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[[Delayed Reciprocity]],
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[[Negotiation]],
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[[Social Interaction]],
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[[Voting]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Eliminate]],  
 
[[Eliminate]],  
 
[[Enemies]],  
 
[[Enemies]],  
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[[Game Masters]],
 
[[Inhabitants]],  
 
[[Inhabitants]],  
 
[[Non-Player Characters]]
 
[[Non-Player Characters]]
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Diegetic Consistency]]
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[[Diegetic Consistency]],
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[[Loot Rights]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==

Revision as of 08:18, 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.

Typical types of Loot include Weapons, Tools, Equipment, and units of more general Resources, e.g. gold or energy. Loot can of course consist of many individual items, so these can be combined in one case of Loot. 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. In games with Game Masters, they can tailor the Loot to having Balancing Effect or support Narration Structures, and the fourth edition of Dungeons & Dragons suggest that players should give their Game Masters wish lists for what magic items they would like to find as part of Loot.

Sets

For Multiplayer Games, Loot Rights may be used to mechanize how Loot will be distributed among players.

Diegetic Aspects

As mentioned earlier, Diegetic Consistency may influence what type of Loot should be given so not to break come into direct confrontation with it.

Consequences

Loot is a type of Resources given as Rewards 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.

When players know about the potential for Loot, and especially if they know something about the distribution between different types of Loot, the pattern gives rise to Anticipation and Stimulated Planning on how to gain it.

In Multiplayer Games, the presence of Loot can give rise to several types of Social Interaction. The first is Negotiation about who should receive what part of the Loot and this can be done through Voting or game support for Loot Rights. A possible effect of this type of Negotiation is that some players willingly abstain from Loot in the belief that the other players' will honor this by Delayed Reciprocity. A second type of Social Interaction is Betrayal that easily emerges if any player engages in ninja looting, i.e. taking Loot without caring or discussing other players' wishes (this includes taking the Loot which one has had not part in generating). Related to this is scavenging, collecting Loot that has been left by those who produced it due to being of little value to them.

Relations

Can Instantiate

Anticipation, Red Queen Dilemma, Resources, Rewards, Stimulated Planning

with Enemies, Inhabitants, or Non-Player Characters

Resource Sources

with Multiplayer Games

Betrayal, Delayed Reciprocity, Negotiation, Social Interaction, Voting

Can Modulate

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

Can Be Instantiated By

Randomness, Resource Sources

Can Be Modulated By

Diegetic Consistency, Loot Rights

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgments

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