Difference between revisions of "Shared Resources"
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== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Competition]], | ||
+ | [[Negotiation]], | ||
+ | [[Social Dilemmas]], | ||
+ | [[Social Interaction]], | ||
+ | [[Social Roles]], | ||
+ | [[Symmetric Resource Distribution]], | ||
+ | [[Tension]], | ||
+ | [[Time Limits]] | ||
+ | |||
+ | ==== with [[Cooperation]] ==== | ||
+ | [[Inherent Mistrust]], [[Social Dilemmas]], [[Tension]] | ||
== Relations == | == Relations == |
Revision as of 19:11, 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
Can Instantiate
Competition, Negotiation, Social Dilemmas, Social Interaction, Social Roles, Symmetric Resource Distribution, Tension, Time Limits
with Cooperation
Inherent Mistrust, Social Dilemmas, Tension
Relations
Can Instantiate
Competition, Negotiation, Social Dilemmas, Social Interaction, Social Roles, Symmetric Resource Distribution, Tension, Time Limits
with Cooperation
Inherent Mistrust, Social Dilemmas, Tension
Can Modulate
Alliances, Bag Building, Lives, Ownership, Penalties, Resources, Shared Penalties, Shared Rewards Social Interaction, Social Organizations
Can Be Instantiated By
Extra Chances together with Teams
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
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
-