Equipment

Description

Equipment is an item which is usable by the player. Unlike consumable items which can be used once or have a limited number of uses, equipment benefits the player for as long as it is equipped. A player character equips a weapon or shield by holding it and armor or an accessory by wearing it. Equipment usually provides some sort of benefit, such as increased attack or benefit. Some equipment grants the wearer special abilities, and some equipment may have its own abilities which may be activated.

Variables and Affordances

  • Type (weapon, armor, ring…): what the piece of equipment is
  • Equipment Slot: what part of the character's body holds this equipment. As their is often only one piece of equipment per slot, this has a significant impact on strategy for using the particular piece of equipment.
  • Effect: what effect wearing the equipment has on the wearer, such as a modification of stats (which and by how much)
  • Special abilities: abilities granted to the user and any abilities that can be activated by using the equipment in a special way

Examples

  • Baldur's Gate II Shadows of Amn. In the slum district sewers, the player finds an enchanted, intelligent greatsword (type) named Lilarcor. Lilarcor actually behaves as a non-interactive NPC, providing random dialog during combat (special ability). Lilarcor can be equipped and used as a regular greatsword (equipment slot). If done, Lilarcor provides a boosted chance to hit in combat and protection from mind control (effect).
  • Dragon Age II. In Dragon Age 2, there is a special kind of equipment that actually functions as a consumable item: companion armors upgrades. The player generally has no control over the armor worn by party members except through these upgrades that permanently increase some attribute of the party member.

In Worked Examples

  • Item. Equipment is a kind of item.

Quest-Level Relationships

patterns/equipment.txt · Last modified: 2011/06/12 15:40 by Gillian Smith
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