Difference between revisions of "Transferable Items"

From gdp3
Jump to: navigation, search
Line 17: Line 17:
 
[[World of Warcraft]]
 
[[World of Warcraft]]
  
== Using the pattern ==
+
[[Dragon Age II]]
Implementing [[Transferable Items]] include picking which [[Game Items]] should be transferable, to whom one can transfer them, and what actions makes this possible. Since most solutions to this makes the transfer non-diegetically, the pattern [[Resources]]  
+
  
[[Game Items]]
+
== Using the pattern ==
[[Resources]]
+
Implementing [[Transferable Items]] include picking which [[Game Items]] should be transferable, to whom one can transfer them, and what actions makes this possible. Since most solutions to this makes the transfer non-diegetically, the pattern can be applied to [[Resources]] as well as [[Game Items]] and all mentions of the latter below also imply the former.
  
 +
For efficiency reasons, the system for [[Transferable Items]] is typically applied to all [[Game Items]] first and then limitations, if any, are imposed.
  
 
[[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.
 
[[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.

Revision as of 08:48, 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

Dragon Age II

Using the pattern

Implementing Transferable Items include picking which Game Items should be transferable, to whom one can transfer them, and what actions makes this possible. Since most solutions to this makes the transfer non-diegetically, the pattern can be applied to Resources as well as Game Items and all mentions of the latter below also imply the former.

For efficiency reasons, the system for Transferable Items is typically applied to all Game Items first and then limitations, if any, are imposed.

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

(Avatars are also possible but all but the most trivial cases of Transferable Items requires the participants to have the abstract structures of Inventories)

Inventories

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

Avatars, 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