Loot

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Items found in game worlds that function as rewards. This pattern is a still a stub.

Examples

Dungeons & Dragons Dragon Age series

Borderlands

Drakborgen

Ravenwood Fair

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 (e.g. Borderlands and the Dragon Age series), and Destructible Objects, from which the appear when the are destroyed.

Resources


Negotiation Betrayal Relayed Reciprocity

Randomness Sets

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Loot is a type of Reward

Relations

Can Instantiate

Rewards

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgments

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