Difference between revisions of "Budgeted Action Points"
From gdp3
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== Consequences == | == Consequences == | ||
− | |||
== Relations == | == Relations == | ||
+ | [[Freedom of Choice]] | ||
[[Analysis Paralysis]] | [[Analysis Paralysis]] | ||
[[Real-Time Games]] | [[Real-Time Games]] | ||
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[[Resource Caps]] | [[Resource Caps]] | ||
[[Action Caps]] | [[Action Caps]] | ||
− | [[Helplessness] | + | [[Helplessness]] |
[[Balancing Effects]] | [[Balancing Effects]] | ||
[[Movement]] | [[Movement]] | ||
− | [[Movement Limitations] | + | [[Movement Limitations]] |
=== Can Instantiate === | === Can Instantiate === |
Revision as of 08:14, 11 June 2011
Points that players use to be able to do actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Freedom of Choice Analysis Paralysis Real-Time Games Turn-Based Games Turn Taking Characters Game State Indicators Stimulated Planning Tactical Planning Action Programming Encouraged Return Visits Arithmetic Progression Purchasable Game Advantages Resource Caps Action Caps Helplessness Balancing Effects Movement Movement Limitations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Budgeted Action Points that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-