Difference between revisions of "Regenerating Resources"

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Regenerating health has become more and more common in [[:Category:FPS Games|FPS Games]]. [[Spec Ops: The Line]], [[Wolfenstein: New World Order]], and the [[Battlefield series|Battlefield]], [[Call of Duty series|Call of Duty]], [[Just Cause series|Just Cause]],  and [[Halo series]] to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The [[Halo series]] also have a similar system for regenerating force shields (and had this before it had health regeneration). Other [[:Category:Computer Games|Computer Games]] with similar system include [[World of Warcraft]] and later versions in the [[Deus Ex series|Deus Ex]], [[Metal Gear Solid series|Metal Gear Sold]], [[Metroid series|Metroid]], and [[Tomb Raider series]]. [[FTL: Faster Than Light]] has [[Regenerating Resources]] in the form of power shields that grow stronger by time after being hit. The largest units in [[Warhammer 40K]], e.g. Imperial Titans or Ork Gargants, also have power shields that have a certain likelihood to regain their strength each turn after being overloaded.
 
Regenerating health has become more and more common in [[:Category:FPS Games|FPS Games]]. [[Spec Ops: The Line]], [[Wolfenstein: New World Order]], and the [[Battlefield series|Battlefield]], [[Call of Duty series|Call of Duty]], [[Just Cause series|Just Cause]],  and [[Halo series]] to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The [[Halo series]] also have a similar system for regenerating force shields (and had this before it had health regeneration). Other [[:Category:Computer Games|Computer Games]] with similar system include [[World of Warcraft]] and later versions in the [[Deus Ex series|Deus Ex]], [[Metal Gear Solid series|Metal Gear Sold]], [[Metroid series|Metroid]], and [[Tomb Raider series]]. [[FTL: Faster Than Light]] has [[Regenerating Resources]] in the form of power shields that grow stronger by time after being hit. The largest units in [[Warhammer 40K]], e.g. Imperial Titans or Ork Gargants, also have power shields that have a certain likelihood to regain their strength each turn after being overloaded.
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 +
[[:Category:Puzzle Games|Puzzle Games]] such as [[Candy Crush Saga]] and some versions of [[Peggle]] have lives as [[Regenerating Resources]].
  
 
== Using the pattern ==
 
== Using the pattern ==
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=== Can Modulate ===
 
=== Can Modulate ===
[[Ammunition]],  
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Examples of common types of [[Resources]] that can need to be regenerated for gameplay to progress at a wanted pace include
[[Budgeted Action Points]],  
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[[Energy]],  
+
[[Ammunition]], [[Budgeted Action Points]], [[Energy]], and [[Health]]. [[Lives]] are [[Regenerating Resources]] in [[:Category:Puzzle Games|Puzzle Games]] such as [[Candy Crush Saga]] and some versions of [[Peggle]].
[[Health]],
+
[[Persistent Game Worlds]],
+
[[Resources]]
+
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
+
[[Regenerating Resources]] make [[Resources]] into a form of [[Renewable Resources]] through [[Game Element Insertion]]. They provide one half of the mechanisms needed to create [[Faucet/Drain]] or [[Faucet/Sink]] systems, the other some form of [[Game Element Removal]].
[[Renewable Resources]]
+
  
==== with [[Persistent Game Worlds]] ====
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[[Regenerating Resources]] in [[Persistent Game Worlds]] often result in [[Encouraged Return Visits]] because players may need certain [[Resources]] and know they will be available at a certain point in the future; one example of such as [[Resources|Resource]] is [[Budgeted Action Points]] - players can simply not perform any more actions until after a certain period of time has passed.
[[Encouraged Return Visits]]
+
 
+
(special case)
+
==== with [[Budgeted Action Points]] and [[Persistent Game Worlds]] ====
+
[[Encouraged Return Visits]]
+
  
 
=== Can Modulate ===
 
=== Can Modulate ===
[[Ammunition]],
 
[[Budgeted Action Points]],
 
[[Energy]],
 
[[Health]],
 
 
[[Persistent Game Worlds]],  
 
[[Persistent Game Worlds]],  
[[Resources]]
 
  
 
[[Limited Resources]] when used with [[Resource Caps]]
 
[[Limited Resources]] when used with [[Resource Caps]]
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[[Limited Resources]],  
 
[[Limited Resources]],  
 
[[Non-Renewable Resources]]
 
[[Non-Renewable Resources]]
 +
[[Closed Economies]]
  
 
== Relations ==
 
== Relations ==
[[Game Element Insertion]]
+
[[Lives]]
[[Closed Economies]]
+
[[Faucet/Sink]]
+
[[Faucet/Drain]]
+
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Faucet/Drain]],
 +
[[Faucet/Sink]],
 +
[[Game Element Insertion]],
 
[[Renewable Resources]]
 
[[Renewable Resources]]
 +
  
 
==== with [[Persistent Game Worlds]] ====
 
==== with [[Persistent Game Worlds]] ====
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Closed Economies]],
 
[[Limited Resources]],  
 
[[Limited Resources]],  
 
[[Non-Renewable Resources]],  
 
[[Non-Renewable Resources]],  

Revision as of 13:45, 18 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Giantbomb has entries for the more specialized concepts "Regenerating Ammo"[1], "Regenerating Health"[2], and "Shield Regeneration"[3]. Similarly, TV Tropes has entries for "Regenerating Health"[4], "Regenerating Mana"[5], and "Regenerating Shield"[6].

Examples

Board Games that let players place "workers" to take actions, e.g. Agricola, Dominant Species and Lords of Waterdeep, only provide players with a limited number of actions they can do every round. However, since players get these workers back at the end of the round they are a form of Regenerating Resources.

Roguelikes, i.e. games such as Angband, Rogue and the Diablo series, lets the health and mana of players' character replenish over times. Computer-based Roleplaying Games such as Arcanum: Of Steamworks and Magick Obscura, the Fallout series and the Mass Effect series have similar ways of letting character heal over time.

Regenerating health has become more and more common in FPS Games. Spec Ops: The Line, Wolfenstein: New World Order, and the Battlefield, Call of Duty, Just Cause, and Halo series to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The Halo series also have a similar system for regenerating force shields (and had this before it had health regeneration). Other Computer Games with similar system include World of Warcraft and later versions in the Deus Ex, Metal Gear Sold, Metroid, and Tomb Raider series. FTL: Faster Than Light has Regenerating Resources in the form of power shields that grow stronger by time after being hit. The largest units in Warhammer 40K, e.g. Imperial Titans or Ork Gargants, also have power shields that have a certain likelihood to regain their strength each turn after being overloaded.

Puzzle Games such as Candy Crush Saga and some versions of Peggle have lives as Regenerating Resources.

Using the pattern

Can Be Modulated By

Resource Caps

Potentially Conflicting With

Limited Resources, Non-Renewable Resources

Can Modulate

Examples of common types of Resources that can need to be regenerated for gameplay to progress at a wanted pace include

Ammunition, Budgeted Action Points, Energy, and Health. Lives are Regenerating Resources in Puzzle Games such as Candy Crush Saga and some versions of Peggle.

Diegetic Aspects

Interface Aspects

Narration Aspects

Thematic Consistency

Consequences

Regenerating Resources make Resources into a form of Renewable Resources through Game Element Insertion. They provide one half of the mechanisms needed to create Faucet/Drain or Faucet/Sink systems, the other some form of Game Element Removal.

Regenerating Resources in Persistent Game Worlds often result in Encouraged Return Visits because players may need certain Resources and know they will be available at a certain point in the future; one example of such as Resource is Budgeted Action Points - players can simply not perform any more actions until after a certain period of time has passed.

Can Modulate

Persistent Game Worlds,

Limited Resources when used with Resource Caps

Can Be Modulated By

Resource Caps

Potentially Conflicting With

Limited Resources, Non-Renewable Resources Closed Economies

Relations

Lives

Can Instantiate

Faucet/Drain, Faucet/Sink, Game Element Insertion, Renewable Resources


with Persistent Game Worlds

Encouraged Return Visits

(special case)

with Budgeted Action Points and Persistent Game Worlds

Encouraged Return Visits

Can Modulate

Ammunition, Budgeted Action Points, Energy, Health, Persistent Game Worlds, Resources

Limited Resources when used with Resource Caps

Can Be Instantiated By

-

Can Be Modulated By

Resource Caps

Possible Closure Effects

-

Potentially Conflicting With

Closed Economies, Limited Resources, Non-Renewable Resources, Thematic Consistency

History

New pattern created in this wiki.

References

  1. Entry for "Regenerating Ammo" at GiantBomb.
  2. Entry for "Regenerating Health" at GiantBomb.
  3. Entry for "Shield Regeneration" at GiantBomb.
  4. Entry for "Regenerating Health" at TV Tropes.
  5. Entry for "Regenerating Mana" at TV Tropes.
  6. Entry for "Regenerating Shield" at TV Tropes.

Acknowledgements

-