Difference between revisions of "Resources"

From gdp3
Jump to: navigation, search
Line 33: Line 33:
 
After determining the use of a [[Resources|Resource]], the next question is how players gain access to it. Players may start with [[Non-Renewable Resources]] to promote [[Stimulated Planning]] for whole game sessions, [[Collecting]] may be require to gather [[Resources]] from a [[Game Worlds|Game World]], [[Resource Generators]], or [[Chargers]], or the [[Resources]] may be [[Rewards]] for completing certain [[Quests]] or goals ([[Chargers]] and [[Resource Generators]] are in additional [[Resources]] in their own right). In addition to these ways of acquiring [[Resources]], players may be able to redistribute [[Resources]] among themselves through actions such as [[Bidding]], [[Player-Decided Distributions]], and [[Trading]] if [[Transfer of Control]] is possible due to the [[Resources]] being [[Transferable Items]]. Regardless of how players achieve [[Resources]], the game may be set up to promote either [[Symmetric Resource Distribution]] or [[Asymmetric Resource Distribution]] to enforce different strategies and [[Varied Gameplay]]. However, [[Asymmetric Resource Distribution]] may negatively affect [[Player Balance]], unless used in a controlled fashion through [[Rock-Paper-Scissors]] or [[Handicaps]].  
 
After determining the use of a [[Resources|Resource]], the next question is how players gain access to it. Players may start with [[Non-Renewable Resources]] to promote [[Stimulated Planning]] for whole game sessions, [[Collecting]] may be require to gather [[Resources]] from a [[Game Worlds|Game World]], [[Resource Generators]], or [[Chargers]], or the [[Resources]] may be [[Rewards]] for completing certain [[Quests]] or goals ([[Chargers]] and [[Resource Generators]] are in additional [[Resources]] in their own right). In addition to these ways of acquiring [[Resources]], players may be able to redistribute [[Resources]] among themselves through actions such as [[Bidding]], [[Player-Decided Distributions]], and [[Trading]] if [[Transfer of Control]] is possible due to the [[Resources]] being [[Transferable Items]]. Regardless of how players achieve [[Resources]], the game may be set up to promote either [[Symmetric Resource Distribution]] or [[Asymmetric Resource Distribution]] to enforce different strategies and [[Varied Gameplay]]. However, [[Asymmetric Resource Distribution]] may negatively affect [[Player Balance]], unless used in a controlled fashion through [[Rock-Paper-Scissors]] or [[Handicaps]].  
  
The [[Resources]] available at the beginning of game play may be the only [[Resources]] that exist, or they may be [[Renewable Resources]]. In the latter case, they may be produced from [[Resource Generators]], [[Spawning|Spawn]] or be handed out at regular time intervals, or be [[Rewards]] for completing goals (e.g. [[Loot]] for defeating [[Enemies]]). All these options are examples of how [[Producers]] can create [[Resources]], and together with how [[Resources]] are depleted through [[Consumers]] form [[Producer-Consumer]] patterns. When [[Resources]] are collected from a [[Game Worlds|Game World]], several additional design choices are required, including the location of the [[Resources]], who can see them, and whether there are [[Clues]] to where they can be found. [[Resources]] may be [[Secret Resources]] hidden in [[Secret Areas]], by [[Fog of War]], or may require [[Privileged Abilities]] to be detected. Quite obviously, [[Resources]] can also be available in different amounts or concentrations, have time requirements when the can be collected and have requirements on whom can collect them. All these can be used to modulate how [[Resources]] work in a game. [[Heterogeneous Game Element Ownership]] can be used to make players bring the [[Resources]] that are to be used in each individual game instance of a game; this tends to create [[Purchasable Game Advantages]] which can also happen in any game where players can buy [[Resources]] for real world money as [[Extra-Game Input]]. Buying more [[Lives]] for coins in arcade games is an example of this.  
+
The [[Resources]] available at the beginning of game play may be the only [[Resources]] that exist, or they may be [[Renewable Resources]]. In the latter case, they may be produced from [[Resource Generators]], [[Spawning|Spawn]] or be handed out at regular time intervals, or be [[Rewards]] for completing goals (e.g. [[Loot]] for defeating [[Enemies]]). All these options are examples of [[Game Element Insertion]] and how [[Producers]] can create [[Resources]], and together with how [[Resources]] are depleted through [[Consumers]] form [[Producer-Consumer]] patterns. When [[Resources]] are collected from a [[Game Worlds|Game World]], several additional design choices are required, including the location of the [[Resources]], who can see them, and whether there are [[Clues]] to where they can be found. [[Resources]] may be [[Secret Resources]] hidden in [[Secret Areas]], by [[Fog of War]], or may require [[Privileged Abilities]] to be detected. Quite obviously, [[Resources]] can also be available in different amounts or concentrations, have time requirements when the can be collected and have requirements on whom can collect them. All these can be used to modulate how [[Resources]] work in a game. [[Heterogeneous Game Element Ownership]] can be used to make players bring the [[Resources]] that are to be used in each individual game instance of a game; this tends to create [[Purchasable Game Advantages]] which can also happen in any game where players can buy [[Resources]] for real world money as [[Extra-Game Input]]. Buying more [[Lives]] for coins in arcade games is an example of this.  
  
 
How acquired [[Resources]] can be kept is another question that is relevant to many games using [[Resources]]. [[Containers]] and [[Resource Caps]] can limit the maximum [[Resources]] one can have (which may have a slight balancing effect) while [[Steadily Decreasing Resources]] or [[Time Limits]] on how long one can have specific [[Resources]] can require players to continuously need to collect new [[Resources]] even if they are not using them. [[Inventories]] (and [[Free Gift Inventories]]) serve as [[Containers]] in this sense but also allow players to equip them. Making them [[Stealables]] opens up for [[Stealing]] and the game design can make players [[Always Vulnerable]] if [[Tension]] is desired. More generally, [[Penalties]] can be designed to remove or threaten to remove [[Resources]]. [[Indirect Control]] of [[Resources]] can remove design issues regarding [[Containers]] and [[Resource Caps]] but keep [[Tension]] about losing the [[Resources]] to others. [[Shared Resources]] modifies these choices discussed above in several ways. First, players can share the burden of keeping (and protecting) the [[Resources]]. Second, they may need to engage in [[Negotiation]] how the [[Resources]] should be used, and this can potentially become [[Social Dilemmas]].  
 
How acquired [[Resources]] can be kept is another question that is relevant to many games using [[Resources]]. [[Containers]] and [[Resource Caps]] can limit the maximum [[Resources]] one can have (which may have a slight balancing effect) while [[Steadily Decreasing Resources]] or [[Time Limits]] on how long one can have specific [[Resources]] can require players to continuously need to collect new [[Resources]] even if they are not using them. [[Inventories]] (and [[Free Gift Inventories]]) serve as [[Containers]] in this sense but also allow players to equip them. Making them [[Stealables]] opens up for [[Stealing]] and the game design can make players [[Always Vulnerable]] if [[Tension]] is desired. More generally, [[Penalties]] can be designed to remove or threaten to remove [[Resources]]. [[Indirect Control]] of [[Resources]] can remove design issues regarding [[Containers]] and [[Resource Caps]] but keep [[Tension]] about losing the [[Resources]] to others. [[Shared Resources]] modifies these choices discussed above in several ways. First, players can share the burden of keeping (and protecting) the [[Resources]]. Second, they may need to engage in [[Negotiation]] how the [[Resources]] should be used, and this can potentially become [[Social Dilemmas]].  
  
The interaction between creation and consumption of [[Resources]] is a dynamic feature critical to consider in a game design. [[Resources]] may be designed to be part of [[Closed Economies]] or [[Faucet/Drain]] systems to control this, but the question of whether [[Resources]] are part of [[Positive Feedback Loops|Positive]] or [[Negative Feedback Loops]] nearly always needs to be considered both from the perspective of individual players and the system as a whole. This since the rarity or abundance of [[Resources]] easily has large imparts on both balance and play time of any game.
+
The interaction between creation and consumption of [[Resources]] is a dynamic feature critical to consider in a game design. [[Resources]] may be designed to be part of [[Closed Economies]] or [[Faucet/Drain]] systems to control this, but the question of whether [[Resources]] are part of [[Positive Feedback Loops|Positive]] or [[Negative Feedback Loops]] nearly always needs to be considered both from the perspective of individual players and the system as a whole. This since the rarity or abundance of [[Resources]] easily has large imparts on both balance and play time of any game. Design options regarding this aspect [[Resources]] can have on games can be provided by considering [[Arithmetic Progression]], [[Geometric Progression]], [[Discontinuous Progression]], and [[Increasing Rewards]].
  
 
As a balancing factor, [[Resources]] can be placed on unused actions in games where players choose between different actions. This provides a [[No-Use Bonus]] which eventually will make otherwise uninteresting actions into interesting ones.
 
As a balancing factor, [[Resources]] can be placed on unused actions in games where players choose between different actions. This provides a [[No-Use Bonus]] which eventually will make otherwise uninteresting actions into interesting ones.
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
[[Arithmetic Progression]],
+
 
[[Game Element Insertion]],
+
[[Increasing Rewards]],
+
  
 
In games where several different types of resources are used, knowing how and when to convert one form of resource to another may be part of the Strategic Knowledge of the game. The conversion may have inefficient exchange rates (by use of Diminishing Returns), may require access to a Converter, or may only be possible through Trading with other players.
 
In games where several different types of resources are used, knowing how and when to convert one form of resource to another may be part of the Strategic Knowledge of the game. The conversion may have inefficient exchange rates (by use of Diminishing Returns), may require access to a Converter, or may only be possible through Trading with other players.
Line 101: Line 99:
 
==== with [[Scores]] ====
 
==== with [[Scores]] ====
 
[[Tiebreakers]]  
 
[[Tiebreakers]]  
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 152: Line 149:
 
[[Consumers]],  
 
[[Consumers]],  
 
[[Containers]],  
 
[[Containers]],  
 +
[[Discontinuous Progression]],
 
[[Drawing Stacks]],  
 
[[Drawing Stacks]],  
 
[[Faucet/Drain]],  
 
[[Faucet/Drain]],  
Line 158: Line 156:
 
[[Game Element Insertion]],  
 
[[Game Element Insertion]],  
 
[[Game Worlds]],  
 
[[Game Worlds]],  
 +
[[Geometric Progression]],
 
[[Increasing Rewards]],  
 
[[Increasing Rewards]],  
 
[[Indirect Control]],  
 
[[Indirect Control]],  

Revision as of 13:47, 9 October 2014


NOTE: THIS IS WORK IN PROGRESS!

Game elements that are used by players to enable actions in a game.

Resources are the representation of commodities that is used in a game to fund actions or can be depleted by the actions of others. The commodities may exist as physical game elements or purely virtual one, or change between these.

Examples

Left 4 Dead series Battlestar Galactica: The Board Game

Example: The board game Space Hulk gives each unit a number of action points at the beginning of a turn. These points are a form of Resources that pay for the actions of the units.

Example: Victoria is an example of a computer game with complex use of resource refinement, for example producing a Tank unit in the game requires the production of the Tank commodity. This commodity, in turn, requires Resources that are refined from other Resources, et cetera.

The games Lemmings and Pikmin both make use of different types of units that are Resources to players in that the players need to choose how to use them (and when to sacrifice them).

Common Resources in computer games include health and ammunition in first-person shooters, money and units in real-time strategy games, hit points and mana points in roleplaying games, action points in turn-based games, and players and money in sport management games.

Using the pattern

The primary question regarding Resources are what they should be used for. In many cases, game elements that the diegesis suggests are possible Resources. Examples of this include Armor, Ammunition, Companions, Game Items, Health, Pick-Ups, Territories, and Units. Generalizing, examples of what Resources can be used for include winning Competitions or abstract Races, allowing actions by being Ammunition or Energy (thereby modifying how Aim & Shoot, Movement, etc. functions and potentially also Controllers), being the building material used for Construction or manipulated by Tools (the latter modulating Crafting). In many cases these choices modify or dictate what they Resources are, e.g. allowing them to be used in Construction makes them into construction material. Resources can also be what is put at risk in Betting, something that can be upgrade into more valuable Resources through Converters, and be the target of Damage. Resources can also be created from non-diegetic aspects related to actions. Action Caps, Budgeted Action Points, the Tokens used in Token Placement, and Temporary Abilities which have a Limited Number of Uses are all examples of potential Resources that are directly linked to players' abilities to perform actions. Cards tend to work this way in most Card Games since an action is typically to play a Card (and the use of Drawing Stacks is a way to modulate this type of Resource). Neighbors is a way of making other players into Resources of sorts. Time Limits make the time available to do actions a Resource while Extra Chances and Lives allow players to try actions again after failing. The computer game version of Space Hulk shows one example of how time can be a Resource. The game has two modes of play: a strategic mode, where the actions of Units can be planned and nothing happens but in which a time meter counts down, and a real-time mode, where the time meter (the Time Limit) is replenished but commands cannot be given to Units. Time Limits and The Show Must Go On can also be used to force players use Resources within a certain time, which modulates one Resource while making time into another one.

After determining the use of a Resource, the next question is how players gain access to it. Players may start with Non-Renewable Resources to promote Stimulated Planning for whole game sessions, Collecting may be require to gather Resources from a Game World, Resource Generators, or Chargers, or the Resources may be Rewards for completing certain Quests or goals (Chargers and Resource Generators are in additional Resources in their own right). In addition to these ways of acquiring Resources, players may be able to redistribute Resources among themselves through actions such as Bidding, Player-Decided Distributions, and Trading if Transfer of Control is possible due to the Resources being Transferable Items. Regardless of how players achieve Resources, the game may be set up to promote either Symmetric Resource Distribution or Asymmetric Resource Distribution to enforce different strategies and Varied Gameplay. However, Asymmetric Resource Distribution may negatively affect Player Balance, unless used in a controlled fashion through Rock-Paper-Scissors or Handicaps.

The Resources available at the beginning of game play may be the only Resources that exist, or they may be Renewable Resources. In the latter case, they may be produced from Resource Generators, Spawn or be handed out at regular time intervals, or be Rewards for completing goals (e.g. Loot for defeating Enemies). All these options are examples of Game Element Insertion and how Producers can create Resources, and together with how Resources are depleted through Consumers form Producer-Consumer patterns. When Resources are collected from a Game World, several additional design choices are required, including the location of the Resources, who can see them, and whether there are Clues to where they can be found. Resources may be Secret Resources hidden in Secret Areas, by Fog of War, or may require Privileged Abilities to be detected. Quite obviously, Resources can also be available in different amounts or concentrations, have time requirements when the can be collected and have requirements on whom can collect them. All these can be used to modulate how Resources work in a game. Heterogeneous Game Element Ownership can be used to make players bring the Resources that are to be used in each individual game instance of a game; this tends to create Purchasable Game Advantages which can also happen in any game where players can buy Resources for real world money as Extra-Game Input. Buying more Lives for coins in arcade games is an example of this.

How acquired Resources can be kept is another question that is relevant to many games using Resources. Containers and Resource Caps can limit the maximum Resources one can have (which may have a slight balancing effect) while Steadily Decreasing Resources or Time Limits on how long one can have specific Resources can require players to continuously need to collect new Resources even if they are not using them. Inventories (and Free Gift Inventories) serve as Containers in this sense but also allow players to equip them. Making them Stealables opens up for Stealing and the game design can make players Always Vulnerable if Tension is desired. More generally, Penalties can be designed to remove or threaten to remove Resources. Indirect Control of Resources can remove design issues regarding Containers and Resource Caps but keep Tension about losing the Resources to others. Shared Resources modifies these choices discussed above in several ways. First, players can share the burden of keeping (and protecting) the Resources. Second, they may need to engage in Negotiation how the Resources should be used, and this can potentially become Social Dilemmas.

The interaction between creation and consumption of Resources is a dynamic feature critical to consider in a game design. Resources may be designed to be part of Closed Economies or Faucet/Drain systems to control this, but the question of whether Resources are part of Positive or Negative Feedback Loops nearly always needs to be considered both from the perspective of individual players and the system as a whole. This since the rarity or abundance of Resources easily has large imparts on both balance and play time of any game. Design options regarding this aspect Resources can have on games can be provided by considering Arithmetic Progression, Geometric Progression, Discontinuous Progression, and Increasing Rewards.

As a balancing factor, Resources can be placed on unused actions in games where players choose between different actions. This provides a No-Use Bonus which eventually will make otherwise uninteresting actions into interesting ones.

Can Be Modulated By

In games where several different types of resources are used, knowing how and when to convert one form of resource to another may be part of the Strategic Knowledge of the game. The conversion may have inefficient exchange rates (by use of Diminishing Returns), may require access to a Converter, or may only be possible through Trading with other players.

Resources usually have to fit within the Consistent Reality Logic of the game, the main exception being Time Limits to prevent Analysis Paralysis and Resources that are primarily used to determine winning conditions. In this light, the concept of Score can be seen as a Resource, which is used to determine the winner of a game.

--- consider

Decreased Abilities, Downtime, Improved Abilities, Limited Resources, New Abilities, Pick-Ups, Vulnerabilities


Diegetic Aspects

As stated above, many Resources have a basis in items that the diegesis dictate or suggest should exist in a game.

Interface Aspects

Bookkeeping Tokens can be necessary to keep track of Resources, for example in Board Games, and can replace or lessen the need for tokens that represent the actual Resources.

Consequences

Resources help define many things in games, including the Game Worlds themselves and the Abstract Player Constructs and Characters players control. They provide players with quantifiable measures to judge their progress and plan possible future actions, and thereby provide one way for players to have Emotional Engrossment in games. While they can be completely independent of a game's diegesis, they often help show the status of Abstract Player Constructs and Characters. Lack of Resources can cause Helplessness.

Games where the goal consist of Collections various types of Resources can use the number of owned Resources as a Score, and in games that have a separate Score system, Resources are often used as a second order Scores system that acts as Tiebreakers. The presence of Resources in Game Worlds such as those found in the Starcraft series can motivate Area Control goals and Exploration goals when Fog of War makes at least some of the Resources into Secret Resources.

When Resources can be used for several different purposes, for example, as Budgeted Action Points, they can be used to force players to make Trade-offs and modulate how Complex Gameplay a game has. Examples of games using one Resource for multiple purposes include the board game Carolus Magnus, in which markers can either be used to strengthen a fraction's control over an area or a player's control over that fraction, and the card game San Juan where each card depending on context represents a good, a colonist, money, or a building.

Relations

Betting Competitions Races Converters Energy Damage Token Placement Tokens

Can Instantiate

Area Control, Emotional Engrossment, Helplessness, No-Use Bonus, Trade-offs

with Collections

Scores

with Fog of War

Secret Resources, Exploration

with Scores

Tiebreakers

Can Modulate

Abstract Player Constructs, Aim & Shoot, Characters, Controllers, Crafting, Game Worlds, Movement, Quests, Secret Areas, Tools

Can Be Instantiated By

Action Caps, Ammunition, Armor, Budgeted Action Points, Cards, Chargers, Companions, Construction, Extra Chances, Game Items, Health, Heterogeneous Game Element Ownership, Lives, Neighbors, Pick-Ups, Producers, Resource Generators, Territories, Time Limits, Units

Limited Number of Uses together with Temporary Abilities

Can Be Modulated By

Always Vulnerable, Arithmetic Progression, Asymmetric Resource Distribution, Bidding, Bookkeeping Tokens, Chargers, Closed Economies, Clues, Collecting, Construction, Consumers, Containers, Discontinuous Progression, Drawing Stacks, Faucet/Drain, Fog of War, Free Gift Inventories, Game Element Insertion, Game Worlds, Geometric Progression, Increasing Rewards, Indirect Control, Inventories, Loot, Negative Feedback Loops, Non-Renewable Resources, Penalties, Player-Decided Distributions, Positive Feedback Loops, Producer-Consumer, Purchasable Game Advantages, Renewable Resources, Resource Caps, Resource Generators, Rewards, Secret Resources, Shared Resources, Spawning, Steadily Decreasing Resources, Stealables, Stealing, Symmetric Resource Distribution, The Show Must Go On, Time Limits, Trading, Transfer of Control, Transferable Items

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Resources that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-