Difference between revisions of "Secret Resources"
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
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[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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− | + | ''Resources that at least one players is unaware of concerning existence or specific details.'' | |
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− | + | In many cases, players do not have complete information regarding resources that exist in games. These resources are [[Secret Resources]] in one sense or another due to this until all players have been provided the information. | |
=== Examples === | === Examples === | ||
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The identities of one's pieces in [[Stratego]] are a form of [[Secret Resources|Secret Resource]] in that game, as it the positions of one's ships in [[Battleship]]. | The identities of one's pieces in [[Stratego]] are a form of [[Secret Resources|Secret Resource]] in that game, as it the positions of one's ships in [[Battleship]]. | ||
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+ | Many [[:Category:Computer-based Roleplaying Games|Computer-based Roleplaying Games]] and [[:Category:FPS Games|FPS Games]] contain secret areas with [[Secret Resources]]. Examples of such games include the [[Fallout series]], the [[Elder Scrolls series]], the [[Doom series]], and the [[Half-Life series]]. | ||
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+ | Until others have performed sufficient scouting activities, the specifics of one's base in the [[Warcraft series]] and [[Starcraft series]] are [[Secret Resources]]. When playing on new maps in these games, the location of most [[Resources]] in the game worlds are also [[Secret Resources]]. | ||
== Using the pattern == | == Using the pattern == |
Latest revision as of 09:34, 7 September 2015
Resources that at least one players is unaware of concerning existence or specific details.
In many cases, players do not have complete information regarding resources that exist in games. These resources are Secret Resources in one sense or another due to this until all players have been provided the information.
Contents
Examples
The identities of one's pieces in Stratego are a form of Secret Resource in that game, as it the positions of one's ships in Battleship.
Many Computer-based Roleplaying Games and FPS Games contain secret areas with Secret Resources. Examples of such games include the Fallout series, the Elder Scrolls series, the Doom series, and the Half-Life series.
Until others have performed sufficient scouting activities, the specifics of one's base in the Warcraft series and Starcraft series are Secret Resources. When playing on new maps in these games, the location of most Resources in the game worlds are also Secret Resources.
Using the pattern
Secret Resources are constructed by introducing Imperfect Information or Uncertainty of Information regarding Resources. This may be through their placement and diegetic knowledge about them in Game Worlds or about abstract Resources. Providing Fog of War that covers Resources is one way of doing the former while having Hands of Cards is one way of doing the latter. Enabling players to having knowledge about Secret Resources is one way to provide Privileged Abilities in games.
Secret Resources can be used to provide additional benefits to performing Reconnaissance goals.
Consequences
Secret Resources make players have Limited Planning Ability and give them Gain Information and Game World Exploration goals as long as they are at least aware of that they might exist. They may constitute Easter Eggs in Game Worlds, although not distinct ones unless the Resources they constitute are very rare or unique. Secret Resources can create Asymmetric Information as long as some players have knowledge about them but others do not.
Relations
Can Instantiate
Asymmetric Information, Easter Eggs Gain Information, Game World Exploration, Limited Planning Ability
Can Modulate
Game Worlds, Reconnaissance, Resources
Can Be Instantiated By
Hands, Imperfect Information, Uncertainty of Information
Resources together with Fog of War
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Secret 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
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