Difference between revisions of "Resource Sources"
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[[Category:Mechanical Patterns]] | [[Category:Mechanical Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
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[[Category:Needs revision]] | [[Category:Needs revision]] | ||
[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''Abstract or diegetic places where resources can be found or acquired.'' | |
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− | + | Resources are a typical component of games. [[Resource Sources]] are places in game worlds or abstract repositories for resources that allow players to gather, manipulate, or otherwise access them through actions. | |
=== Examples === | === Examples === | ||
− | + | The place where fruits appear in [[Pac-Man]] is a [[Resource Sources|Resource Source]] to the degree that these fruits are resources. In many [[:Category:Roleplaying Games|Roleplaying Games]], both tabletop and computerized, killed enemies are [[Resource Sources]] for experience points and various types of loot. The squares or hexes in the [[Civilization (video game) series|Civilization series]] can contain resources that are either strategic (e.g. iron, coal, horses) or luxury (e.g. gold, spices, silk) in nature. Similarly, the [[Starcraft series]] and [[Warcraft series]] have locations where resources can be harvested from the game world. | |
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Resource Sources]] provide players with ways of gaining [[Resources]]. Examples of [[Resource Sources]] include [[Pick-Ups]], [[Resource Locations]], and other players when [[Trading]] with them is possible. [[Loot]] provided from [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] are also typical [[Resource Sources]]. | |
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== Consequences == | == Consequences == | ||
+ | The presence of [[Resource Sources]] in games encourage [[Stimulated Planning]] for players to the degree that they have need for those [[Resources]]. They can also lead to [[Resource Management]] if the sources can be manipulated, protected from other agents, or be created by the players themselves. | ||
== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Resource Management]], | |
− | + | [[Stimulated Planning]] | |
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Resources]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Pick-Ups]], | ||
[[Resource Locations]], | [[Resource Locations]], | ||
[[Trading]] | [[Trading]] | ||
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+ | [[Loot]] together with [[Enemies]], [[Inhabitants]], or [[Non-Player Characters]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Latest revision as of 11:25, 21 September 2015
Abstract or diegetic places where resources can be found or acquired.
Resources are a typical component of games. Resource Sources are places in game worlds or abstract repositories for resources that allow players to gather, manipulate, or otherwise access them through actions.
Contents
Examples
The place where fruits appear in Pac-Man is a Resource Source to the degree that these fruits are resources. In many Roleplaying Games, both tabletop and computerized, killed enemies are Resource Sources for experience points and various types of loot. The squares or hexes in the Civilization series can contain resources that are either strategic (e.g. iron, coal, horses) or luxury (e.g. gold, spices, silk) in nature. Similarly, the Starcraft series and Warcraft series have locations where resources can be harvested from the game world.
Using the pattern
Resource Sources provide players with ways of gaining Resources. Examples of Resource Sources include Pick-Ups, Resource Locations, and other players when Trading with them is possible. Loot provided from Enemies, Inhabitants, or Non-Player Characters are also typical Resource Sources.
Consequences
The presence of Resource Sources in games encourage Stimulated Planning for players to the degree that they have need for those Resources. They can also lead to Resource Management if the sources can be manipulated, protected from other agents, or be created by the players themselves.
Relations
Can Instantiate
Resource Management, Stimulated Planning
Can Modulate
Can Be Instantiated By
Pick-Ups, Resource Locations, Trading
Loot together with Enemies, Inhabitants, or Non-Player Characters
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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