Difference between revisions of "Sockets"

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[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Game Element Patterns]]
 
[[Category:Game Element Patterns]]
[[Category:Interface Patterns]]
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[[Category:Interface Patterns]]
[[Category:Needs work]]
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[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
''Spaces for game item upgrades.''
 
''Spaces for game item upgrades.''
  
This pattern is a still a stub.
+
Games that allow players to upgrade their game items sometimes do this by having specific slots for these upgrades. The slots are called [[Sockets]] after one of the most common appearance of this - that the items have slots into which gems can be fitted to provide various bonuses.
  
 
=== Examples ===
 
=== Examples ===
 +
The [[Diablo series]], [[Torchlight]], and [[World of Warcraft]] all have game items that players can put different types of gems into them while the the [[Dragon Age series]] provides the same functionality through runes. [[World of Warcraft]] has several types of [[Sockets]], including those for cogs rather than gems, limiting which upgrades can be put in which game items.
  
 
== Using the pattern ==
 
== Using the pattern ==
[[Game Items]]
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[[Sockets]] are locations for placing [[Upgrades]] in [[Game Items]] and this dictates the main design options available when introducing them into a game design. Primary is to decide how many [[Sockets]] the various types of [[Game Items]] should have, and if there are different types of [[Sockets]] into which only certain types of [[Upgrades]] can be placed.
  
[[Upgrades]
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[[Sockets]] are limited in number for any [[Game Items]] and this makes them into [[Limited Resources]]. However, this can be changed in some way. Increases in the number of [[Sockets]] can be the effect of [[Upgrades]] - for example providing the [[Companions|Companion]] Isabela in [[Dragon Age II]] with a "Supportive Corselet" or "Boiled Leather Plates" gives an extra rune slot each to her. In [[World of Warcraft]], blacksmiths can add a gem socket to a bracer or glove at the cost of making them have [[Enforced Ownership]] if equipped (they can make a "Eternal Belt Buckle" which works as an [[Upgrades|Upgrade]] to belts with the same cost attached).
  
[[Upgrading]]
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An option existing specifically for [[Sockets]] is if the [[Upgrades]] placed within them can be remove later. [[World of Warcraft]] and [[Dragon Age II]] hinders this (but not [[Dragon Age]]) making the [[Upgrading]] in these games into [[Irreversible Events]]; while other types of [[Upgrading]] may be irreversible because the [[Upgrades]] are consumed in these case the [[Upgrades]] remains to remind players of their choice. An additional option exists when [[Upgrades]] are permanently locked in [[Sockets]] - that new [[Upgrades]] may be placed in them but that the old ones are destroyed then.
  
=== Diegetic Aspects ===
+
[[Sockets]] have commonalities with [[Inventories]] as it may be worth considering looking at the options for [[Inventories]] when designing [[Sockets]].
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
+
The management of [[Sockets]] may be part of the interfaces for [[Inventories]] or have their own [[Secondary Interface Screens]] as for example [[World of Warcraft]] provides.
=== Narrative Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==
 +
[[Sockets]] gives players the [[Freedom of Choice]] to choose when to engage in [[Upgrading]] through using [[Upgrades]] on [[Game Items]].
 +
 +
When [[Upgrades]] can be removed from [[Sockets]], players can make [[Tradeoffs]] between their different benefits that different [[Upgrades]] can provide. When they cannot be removed, players need to do [[Risk/Reward]] choices if they should place a particular [[Upgrades|Upgrade]] in a particular [[Sockets|Socket]] or if they should hope for a better combination later.
  
 
== Relations ==
 
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Freedom of Choice]],
 +
[[Limited Resources]],
 +
[[Tradeoffs]],
 +
[[Upgrading]]
  
==== with ... ====
+
==== with [[Irreversible Events]] ====
 +
[[Risk/Reward]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Game Items]],
 +
[[Upgrades]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Irreversible Events]],
 +
[[Upgrades]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==
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== References ==
 
== References ==
 
-
 
-
 +
 
== Acknowledgements ==
 
== Acknowledgements ==
 +
-

Revision as of 18:23, 9 April 2011

Spaces for game item upgrades.

Games that allow players to upgrade their game items sometimes do this by having specific slots for these upgrades. The slots are called Sockets after one of the most common appearance of this - that the items have slots into which gems can be fitted to provide various bonuses.

Examples

The Diablo series, Torchlight, and World of Warcraft all have game items that players can put different types of gems into them while the the Dragon Age series provides the same functionality through runes. World of Warcraft has several types of Sockets, including those for cogs rather than gems, limiting which upgrades can be put in which game items.

Using the pattern

Sockets are locations for placing Upgrades in Game Items and this dictates the main design options available when introducing them into a game design. Primary is to decide how many Sockets the various types of Game Items should have, and if there are different types of Sockets into which only certain types of Upgrades can be placed.

Sockets are limited in number for any Game Items and this makes them into Limited Resources. However, this can be changed in some way. Increases in the number of Sockets can be the effect of Upgrades - for example providing the Companion Isabela in Dragon Age II with a "Supportive Corselet" or "Boiled Leather Plates" gives an extra rune slot each to her. In World of Warcraft, blacksmiths can add a gem socket to a bracer or glove at the cost of making them have Enforced Ownership if equipped (they can make a "Eternal Belt Buckle" which works as an Upgrade to belts with the same cost attached).

An option existing specifically for Sockets is if the Upgrades placed within them can be remove later. World of Warcraft and Dragon Age II hinders this (but not Dragon Age) making the Upgrading in these games into Irreversible Events; while other types of Upgrading may be irreversible because the Upgrades are consumed in these case the Upgrades remains to remind players of their choice. An additional option exists when Upgrades are permanently locked in Sockets - that new Upgrades may be placed in them but that the old ones are destroyed then.

Sockets have commonalities with Inventories as it may be worth considering looking at the options for Inventories when designing Sockets.

Interface Aspects

The management of Sockets may be part of the interfaces for Inventories or have their own Secondary Interface Screens as for example World of Warcraft provides.

Consequences

Sockets gives players the Freedom of Choice to choose when to engage in Upgrading through using Upgrades on Game Items.

When Upgrades can be removed from Sockets, players can make Tradeoffs between their different benefits that different Upgrades can provide. When they cannot be removed, players need to do Risk/Reward choices if they should place a particular Upgrade in a particular Socket or if they should hope for a better combination later.

Relations

Can Instantiate

Freedom of Choice, Limited Resources, Tradeoffs, Upgrading

with Irreversible Events

Risk/Reward

Can Modulate

Game Items, [[Upgrades]

Can Be Instantiated By

-

Can Be Modulated By

Irreversible Events, Upgrades

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-