Difference between revisions of "Transferable Items"

From gdp3
Jump to: navigation, search
Line 32: Line 32:
  
  
Enabling [[Transferable Items]] is most easily done through letting [[Agents]] drop [[Game Items]], possibly as [[Pick-Ups]]
+
Enabling [[Transferable Items]] is most easily done through letting [[Agents]] drop [[Game Items]], possibly as [[Pick-Ups]]. Other solutions are implementing support for [[Trading]] or [[Stealing]] as possible game actions.
  
[[Stealing]]
 
[[Trading]]
 
 
[[Secondary Interface Screens]]
 
  
 
[[Game Items]]
 
[[Game Items]]
  
  
 
=== Diegetic Aspects ===
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
+
Making [[Game Items]] transferable through [[Trading]] or [[Stealing]] typically requires [[Secondary Interface Screens]].
=== Narrative Aspects ===
+
 
+
  
 
== Consequences ==
 
== Consequences ==

Revision as of 08:42, 10 April 2011

Game Items that can be equipped.

This pattern is a still a stub.

Examples

The Left 4 Dead series series allows players to hand over health pills, pipe bombs, and other secondary items to each other to ensure that the group as a whole is most adequately equipped.

World of Warcraft

Using the pattern

Game Items Resources

Enforced Ownership may at first seem to be fully incompatible with Transferable Items. This is however not the case since the enforcement may only hinder transferral to certain other Characters - World of Warcraft for example lets "soulbound" Game Items be sold to Non-Player Characters or Self-Service Kiosks. This still makes it impossible for other players to access the Game Items since they cannot be sold, and the design solution is effectively a case of Game Element Removal to create a Faucet/Sink system.

Characters Non-Player Characters Player Characters Enemies Game Items

Cooperation


Enabling Transferable Items is most easily done through letting Agents drop Game Items, possibly as Pick-Ups. Other solutions are implementing support for Trading or Stealing as possible game actions.


Game Items


Interface Aspects

Making Game Items transferable through Trading or Stealing typically requires Secondary Interface Screens.

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Game Items Resources

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

-

Potentially Conflicting With

Enforced Ownership

History

New pattern created in this wiki.

References

-

Acknowledgements