Consumable Item

Description

A consumable item is an item that has a limited number of uses until it disappears or is no longer effective. Often consumables are usable only once, but sometimes they will have some set number of uses, as with magic wands. Consumables usually have some instantaneous effect, such as a potion restoring health or a grenade dealing damage. When a consumable changes the character's abilities or statistics, that effect usually has a timed duration. Rarely, a consumable item will effect a permanent change.

Variables and Affordances

  • Permanent vs. Temporary: whether the item grants a permanent ability or stat change or if it's only temporary.
  • Target: who the target of the consumable item is (player vs. monsters, user vs. party)
  • Effect: what happens when the item is used
  • Positive or Negative: whether the change made by the item is beneficial or not

Examples

  • Elder Scrolls IV: Oblivion. In Oblivion, the player can create potions which have various beneficial or detrimental effects on the player when used. Some of the effects are permanent, but most have a duration based on the alchemy skill of the player creating it.
  • Baldur's Gate II: Shadows of Amn. The Manual of Gainful Exercise and five other similar items each provide a permanent increase to one of the player character's (target) stats when used and are then used up. The Manual of Gainful Exercise adds 1 to the character's strength (effect, positive).

In Worked Examples

Quest-Level Relationships

patterns/consumable.txt ยท Last modified: 2011/06/16 16:31 by Gillian Smith
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