Difference between revisions of "Non-Renewable Resources"
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Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]] | Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]] | ||
− | Modulates: [[Units]], | + | Modulates: [[Units]], |
− | + | ||
− | + | ||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Handicaps]], | |
+ | [[Player Balance]], | ||
+ | [[Transfer of Control]], | ||
+ | [[Varied Gameplay]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | + | [[Ownership]], | |
+ | [[Transfer of Control]] | ||
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 11:17, 7 September 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
[hide]Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Irreversible Events Randomness Higher-Level Closures as Gameplay Progresses Mules Stimulated Planning Experimenting Fudged Results Companions Handicap Systems Capture Persistent Game Worlds Vehicles Predictable Consequences Lives Cards Hands Puzzle Solving Resources Regenerating Resources
Instantiates: Closed Economies, Decreased Abilities, Limited Resources, Tied Results
Modulates: Units,
Can Instantiate
-
with Consumers
Can Modulate
Handicaps, Player Balance, Transfer of Control, Varied Gameplay
Can Be Instantiated By
-
Can Be Modulated By
Ownership, Transfer of Control
Possible Closure Effects
-
Potentially Conflicting With
History
An updated version of the pattern Non-Renewable Resources that was part of the original collection in the book Patterns in Game Design[1].
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-