Difference between revisions of "Renewable Resources"
(→Using the pattern) |
(→Using the pattern) |
||
Line 25: | Line 25: | ||
== Using the pattern == | == Using the pattern == | ||
− | [[Renewable Resources]] is used to ensure that [[Resources]] are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which [[Resources]] should be renewable and under what conditions they renew. Specific ways of making [[Resources]] renewable include having [[Chargers]], [[Pick-Ups]], [[Producers]], [[Spawning]], and [[Controllers]] together with [[Resource Generators]]. While all these related to specific points in [[Game Worlds]], [[Renewable Resources]] can also be achieved in more abstract ways through [[Game Element Insertion]], [[No-Use Bonus]], or [[Regenerating Resources]]. Designed [[Closed Economies]] by definition renew [[Resources]], at least as long as differences are made between different states of more abstract [[Resources]] or if some states of [[Resources]] are seen as locked or hidden. Quite obviously, [[Renewable Resources] isn't compatible with [[Non-Renewable Resources]]. | + | [[Renewable Resources]] is used to ensure that [[Resources]] are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which [[Resources]] should be renewable and under what conditions they renew. Specific ways of making [[Resources]] renewable include having [[Chargers]], [[Pick-Ups]], [[Producers]], [[Spawning]], and [[Controllers]] together with [[Resource Generators]]. While all these related to specific points in [[Game Worlds]], [[Renewable Resources]] can also be achieved in more abstract ways through [[Game Element Insertion]], [[No-Use Bonus]], or [[Regenerating Resources]]. Designed [[Closed Economies]] by definition renew [[Resources]], at least as long as differences are made between different states of more abstract [[Resources]] or if some states of [[Resources]] are seen as locked or hidden. Quite obviously, [[Renewable Resources]] isn't compatible with [[Non-Renewable Resources]]. |
Typical examples of [[Resources]] that can be renewed include [[Budgeted Action Points]], [[Extra Chances]], [[Health]], [[Lives]], and [[Units]]. | Typical examples of [[Resources]] that can be renewed include [[Budgeted Action Points]], [[Extra Chances]], [[Health]], [[Lives]], and [[Units]]. |
Revision as of 19:00, 19 September 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Dungeons & Dragons 4th edition powers once per encounter once per day
Legendary: Encounters Reshuffle draw piles once so weak example
Fury of Dracula - The Dracula player has 5 cards that can be used to evade capture or trigger events. These can't be re-used until the card drops off the trail spaces.
Using the pattern
Renewable Resources is used to ensure that Resources are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which Resources should be renewable and under what conditions they renew. Specific ways of making Resources renewable include having Chargers, Pick-Ups, Producers, Spawning, and Controllers together with Resource Generators. While all these related to specific points in Game Worlds, Renewable Resources can also be achieved in more abstract ways through Game Element Insertion, No-Use Bonus, or Regenerating Resources. Designed Closed Economies by definition renew Resources, at least as long as differences are made between different states of more abstract Resources or if some states of Resources are seen as locked or hidden. Quite obviously, Renewable Resources isn't compatible with Non-Renewable Resources.
Typical examples of Resources that can be renewed include Budgeted Action Points, Extra Chances, Health, Lives, and Units.
Can Modulate
Characters, Gain Ownership, Limited Resources, Mules, Persistent Game Worlds, Transfer of Control,
Can Be Modulated By
Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits
Can Instantiate
Hierarchy of Goals, Privileged Abilities,
Consequences
Figuring out how to much Renewable Resources can be used without depleting there ability to renew is a form of Resource Management, and can turn into situations where Tradeoffs need to be made between short-term needs and long-term benefits. Renewable Resources often gives rise to Social Dilemmas when several players can make use of them since overuse from any one player can affect all negatively.
Resource Caps on Renewable Resources can created Encouraged Constant Player Activity since players need to consume the Resources to most efficiently make use of them. This in itself is a form of Resource Management.
Relations
Can Instantiate
Hierarchy of Goals, Privileged Abilities, Resource Management, Social Dilemmas, Tradeoffs
with Resource Caps
Encouraged Constant Player Activity, Resource Management
Can Modulate
Budgeted Action Points, Characters, Extra Chances, Gain Ownership, Health, Limited Resources, Lives, Mules, Persistent Game Worlds, Resources, Transfer of Control, Units
Can Be Instantiated By
Chargers, Closed Economies, Game Element Insertion, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning
Controllers together with Resource Generators
Can Be Modulated By
Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits
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
Esther MacCallum-Stewart, Brain McDonald