Difference between revisions of "Regenerating Resources"
Line 13: | Line 13: | ||
This pattern is a still a stub. | This pattern is a still a stub. | ||
+ | |||
+ | Giantbomb has an entry for the more specialized concept "Regenerating Ammo"<ref name="gbra"/>, "Regenerating Health"<ref name="gbrh"/>, and "Shield Regeneration"<ref name="gbsr"/>. | ||
=== Examples === | === Examples === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
"Roguelikes", i.e. games such as [[Rogue]] and [[Angband]], lets the health and mana of players' character replenish over times. | "Roguelikes", i.e. games such as [[Rogue]] and [[Angband]], lets the health and mana of players' character replenish over times. | ||
[[:Category:Board Games|Board Games]] that let players place "workers" to take actions, e.g. [[Agricola]], [[Dominant Species]] and [[Lords of Waterdeep]], only provide players with a limited number of actions they can do every round. However, since players get these workers back at the end of the round they are a form of [[Regenerating Resources]]. | [[:Category:Board Games|Board Games]] that let players place "workers" to take actions, e.g. [[Agricola]], [[Dominant Species]] and [[Lords of Waterdeep]], only provide players with a limited number of actions they can do every round. However, since players get these workers back at the end of the round they are a form of [[Regenerating Resources]]. | ||
− | Regenerating health has become more and more common in [[:Category:First Person Shooter Games|FPS Games]]. [[Just Cause]], [[Spec Ops: The Line]], [[Wolfenstein: New World Order]], and the [[Battlefield series|Battlefield]], [[Call of Duty series|Call of Duty]] and [[Halo series]] to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The [[Halo series]] also have a similar system for regenerating force shields (and had this before it had health regeneration). | + | Regenerating health has become more and more common in [[:Category:First Person Shooter Games|FPS Games]]. [[Just Cause]], [[Spec Ops: The Line]], [[Wolfenstein: New World Order]], and the [[Battlefield series|Battlefield]], [[Call of Duty series|Call of Duty]] and [[Halo series]] to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The [[Halo series]] also have a similar system for regenerating force shields (and had this before it had health regeneration). Other [[:Category:Computer Games|Computer Games]] with similar system include later versions in the [[Deus Ex series|Deus Ex]] and [[Tomb Raider series]]. |
− | + | ||
− | + | ||
− | + | ||
− | include later versions in the [[Deus Ex series|Deus Ex]] and [[Tomb Raider series]]. | + | |
== Using the pattern == | == Using the pattern == |
Revision as of 09:38, 18 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Giantbomb has an entry for the more specialized concept "Regenerating Ammo"[1], "Regenerating Health"[2], and "Shield Regeneration"[3].
Contents
Examples
"Roguelikes", i.e. games such as Rogue and Angband, lets the health and mana of players' character replenish over times.
Board Games that let players place "workers" to take actions, e.g. Agricola, Dominant Species and Lords of Waterdeep, only provide players with a limited number of actions they can do every round. However, since players get these workers back at the end of the round they are a form of Regenerating Resources.
Regenerating health has become more and more common in FPS Games. Just Cause, Spec Ops: The Line, Wolfenstein: New World Order, and the Battlefield, Call of Duty and Halo series to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The Halo series also have a similar system for regenerating force shields (and had this before it had health regeneration). Other Computer Games with similar system include later versions in the Deus Ex and Tomb Raider series.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
with Persistent Game Worlds
(special case)
with Budgeted Action Points and Persistent Game Worlds
Can Modulate
Budgeted Action Points, Persistent Game Worlds, Resources
Limited Resources when used with Resource Caps
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Limited Resources, Non-Renewable Resources
History
New pattern created in this wiki.
References
- ↑ Entry for "Regenerating Ammo" at GiantBomb.
- ↑ Entry for "Regenerating Health" at GiantBomb.
- ↑ Entry for "Shield Regeneration" at GiantBomb.
Acknowledgements
-