Difference between revisions of "Renewable Resources"
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[[Time Limits]] | [[Time Limits]] | ||
[[Game Element Insertion]] | [[Game Element Insertion]] | ||
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[[Mules]] | [[Mules]] | ||
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[[Extra Chances]] | [[Extra Chances]] | ||
[[Social Dilemmas]] | [[Social Dilemmas]] | ||
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Instantiates: [[Hierarchy of Goals]], [[Resource Management]], [[Reconnaissance]], [[Privileged Abilities]], [[Tradeoffs]] | Instantiates: [[Hierarchy of Goals]], [[Resource Management]], [[Reconnaissance]], [[Privileged Abilities]], [[Tradeoffs]] | ||
− | Modulates: | + | Modulates: |
=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
− | + | [[Characters]], | |
+ | [[Gain Ownership]], | ||
+ | [[Limited Resources]], | ||
+ | [[Transfer of Control]], | ||
+ | [[Units]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 12:47, 7 September 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
Time Limits Game Element Insertion Mules Extra Chances Social Dilemmas Persistent Game Worlds Free Gift Inventories Resource Caps Environmental Effects Pick-Ups Controllers Budgeted Action Points No-Use Bonus Chargers Lives Player Elimination Spawning Health Resources Regenerating Resources Non-Renewable Resources
Instantiates: Hierarchy of Goals, Resource Management, Reconnaissance, Privileged Abilities, Tradeoffs
Modulates:
Can Instantiate
-
Can Modulate
Characters, Gain Ownership, Limited Resources, Transfer of Control, Units
Can Be Instantiated By
Closed Economies, Producers, Resource Generators
Can Be Modulated By
Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Renewable 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
-