Difference between revisions of "Shared Resources"
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== Relations == | == Relations == | ||
− | Instantiates: Social Interaction, Exploration, Negotiation, Competition, | + | Instantiates: [[Social Interaction]], [[Game World Exploration]], [[Negotiation]], [[Competition]], [[Races]], [[Symmetric Resource Distribution]] |
− | Modulates: Ownership, Penalties, Social Interaction, Social Organizations, Alliances, | + | Modulates: [[Ownership]], [[Penalties]], [[Social Interaction]], [[Social Organizations]], [[Alliances]], |
Modulated by: Strategic Knowledge | Modulated by: Strategic Knowledge |
Revision as of 19:01, 8 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Social Interaction, Game World Exploration, Negotiation, Competition, Races, Symmetric Resource Distribution
Modulates: Ownership, Penalties, Social Interaction, Social Organizations, Alliances,
Modulated by: Strategic Knowledge
Time Limits Cooperation Tension Extra Chances Social Dilemmas Lives Social Roles Resources Bag Building Teams Mutual Goals
Can Instantiate
-
with ...
Can Modulate
Shared Penalties, Shared Rewards
Can Be Instantiated By
-
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Shared Resources 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
-