Game Element Trading

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Memorabilia

Player-Player Proximity

with Tools

Extra-Game Consequences

Can Modulate

Can Be Instantiated By

Character Development, Heterogeneous Game Element Ownership, Player-Artifact Proximity, Purchasable Game Advantages

Cosmetic Game Items together with Multiplayer Games

Game Items together with Persistent Game Worlds

Tools together with Multiplayer Games

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Ubiquitous Gameplay

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design<ref name="Bjork & Holopainen 2004"/>.

or

New pattern created in this wiki.

References

-

Acknowledgements