Difference between revisions of "Budgeted Action Points"
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[[Tick-based Games]] | [[Tick-based Games]] | ||
+ | [[Renewable Resources]] | ||
[[Regenerating Resources]] | [[Regenerating Resources]] | ||
[[Purchasable Game Advantages]], | [[Purchasable Game Advantages]], | ||
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== Consequences == | == Consequences == | ||
− | [[Budgeted Action Points]] gives players a [[Freedom of Choice]] of which actions within a [[Limited Set of Actions]] they wish to do, and they also provide [[Action Caps]] since only a limited number of actions can be done within a time limit. They are indirect [[Resources]] which inherently have [[Resource Caps]], and when controlling [[Movement]] they also impose [[Movement Limitations]]. | + | [[Budgeted Action Points]] gives players a [[Freedom of Choice]] of which actions within a [[Limited Set of Actions]] they wish to do, and they also provide [[Action Caps]] since only a limited number of actions can be done within a time limit. They are indirect [[Resources]] which inherently have [[Resource Caps]], and when controlling [[Movement]] they also impose [[Movement Limitations]]. Handling these requires [[Resource Management]] and often also considering [[Tradeoffs]] between the different possible actions available. |
The [[Freedom of Choice]] that [[Budgeted Action Points]] gives [[Stimulated Planning]] regarding [[Tactical Planning]]. However, in games that are [[Multiplayer Games|Multiplayer]] and [[Turn-Based Games|Turn-Based]], this can [[Analysis Paralysis]]. In any type of game running out of [[Budgeted Action Points]] can lead to [[Helplessness]]. | The [[Freedom of Choice]] that [[Budgeted Action Points]] gives [[Stimulated Planning]] regarding [[Tactical Planning]]. However, in games that are [[Multiplayer Games|Multiplayer]] and [[Turn-Based Games|Turn-Based]], this can [[Analysis Paralysis]]. In any type of game running out of [[Budgeted Action Points]] can lead to [[Helplessness]]. | ||
− | [[Budgeted Action Points]] can have [[Balancing Effects]] on powerful abilities since these may cost more points and not be usable so often. Further, the impact of New Abilities or Privileged Abilities is lessened when used together with Budgeted Action Points as using them requires players to not use other actions | + | [[Budgeted Action Points]] can have [[Balancing Effects]] on powerful abilities since these may cost more points and not be usable so often. Further, the impact of [[New Abilities]] or [[Privileged Abilities]] is lessened when used together with [[Budgeted Action Points]] as using them requires players to not use other actions. |
− | + | ||
− | + | ||
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[[Resources]], | [[Resources]], | ||
[[Resource Caps]], | [[Resource Caps]], | ||
+ | [[Resource Management]], | ||
[[Stimulated Planning]], | [[Stimulated Planning]], | ||
− | [[Tactical Planning]] | + | [[Tactical Planning]], |
+ | [[Tradeoffs]] | ||
==== with [[Multiplayer Games]] and [[Turn-Based Games]] ==== | ==== with [[Multiplayer Games]] and [[Turn-Based Games]] ==== | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Game State Indicators]], | [[Game State Indicators]], | ||
− | [[Purchasable Game Advantages]] | + | [[Purchasable Game Advantages]], |
+ | [[Regenerating Resources]], | ||
+ | [[Renewable Resources]], | ||
+ | [[Tick-based Games]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 08:44, 12 June 2011
Points that players use to be able to do actions.
Budgeted Action Points are a way to let players decide from turn to turn which actions they want to perform. Usually they not only let players have alternatives to choose from but also allow them to perform the same actions several times if wished but at the expense of not then being able to do other actions.
A form of Budgeted Action Points is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value and this value slowly increases until it has reached a maximum point. This means that the amount of uses of the action during a certain amount of time is limited but players can save up points in order to use the actions several times quickly after one another.
This pattern is a still a stub.
Contents
Examples
Example: the board game Space Hulk has a limited set of action points for each unit in the game. For the player controlling genestealers these action points are used for moving, turning, and attacking in close combat while the player controlling the space marines can use them for these activities and additionally to shoot and reload weapons.
Example: play-by-mail games and other tick-based games let players record what actions they want to do and send them to the game facilitator. In order to make games manageable and not grow exponentially in complexity the number of actions each player can use is set to a certain limit.
Example: calling air strikes, producing ammunition boxes, or handing out health packs in Return to Castle Wolfenstein: Enemy Territory all requires resources from the players doing the actions. These resources are limited by are regained over time, letting players choose between continuously doing the actions at regular intervals or saving up to do several of them in a short time span.
Conflict of Heroes: Awakening the Bear! Russia 1941-1942
V.A.T.S
CityVille Empires & Allies Ravenwood Fair
Using the pattern
The selection of possible actions which can be paid by the Budgeted Action Points can be any kind of action that is part of the overall game play, but Varied Gameplay and Tradeoffs can be encouraged by having heterogeneous groups. Budgeted Action Points can be used to give players Limited Resources for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select Skill levels or sets of advantages and disadvantages for Characters. For Budgeted Action Points that are used during gameplay, common possible actions include: Movement with different costsfor different terrain and Unit types to create Movement Limitations; different forms of actions related to Combat; and, actions that refill Renewable Resources such as healing or repairing.
Tick-based Games
Renewable Resources
Regenerating Resources
Purchasable Game Advantages,
Turn-Based Games and Tick-Based Games can have Budgeted Action Points on two levels. On the strategic level, Budgeted Action Points are used to do Investment either in technology to give new Units with Privileged Abilities or in production to create new Units,Producers, or Converters. On a tactical level, Budgeted Action Points are given to each Unit at the start of the turn and most Units usually have a basic common set of actions with special Units have additional choices. The presence of Budgeted Action Points in Turn-Based Games typically causes Cognitive Immersion and Analysis Paralysis.
Budgeted Action Points in Real-Time Games are usually optional and are shown as through a Status Indicator.
Can Be Instantiated By
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Budgeted Action Points gives players a Freedom of Choice of which actions within a Limited Set of Actions they wish to do, and they also provide Action Caps since only a limited number of actions can be done within a time limit. They are indirect Resources which inherently have Resource Caps, and when controlling Movement they also impose Movement Limitations. Handling these requires Resource Management and often also considering Tradeoffs between the different possible actions available.
The Freedom of Choice that Budgeted Action Points gives Stimulated Planning regarding Tactical Planning. However, in games that are Multiplayer and Turn-Based, this can Analysis Paralysis. In any type of game running out of Budgeted Action Points can lead to Helplessness.
Budgeted Action Points can have Balancing Effects on powerful abilities since these may cost more points and not be usable so often. Further, the impact of New Abilities or Privileged Abilities is lessened when used together with Budgeted Action Points as using them requires players to not use other actions.
Can Instantiate
with Persistent Game Worlds and Renewable Resources
Can Modulate
Characters, Real-Time Games, Turn Taking, Turn-Based Games
Relations
Can Instantiate
Action Caps, Action Programming, Balancing Effects, Freedom of Choice, Helplessness, Movement Limitations, Resources, Resource Caps, Resource Management, Stimulated Planning, Tactical Planning, Tradeoffs
with Multiplayer Games and Turn-Based Games
with Persistent Game Worlds and Renewable Resources
Can Modulate
Characters, Movement, Real-Time Games, Turn Taking, Turn-Based Games
Can Be Instantiated By
Can Be Modulated By
Game State Indicators, Purchasable Game Advantages, Regenerating Resources, Renewable Resources, Tick-based Games
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
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