Difference between revisions of "Non-Renewable Resources"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
 +
[[Irreversible Events]]
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[[Randomness]]
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[[Higher-Level Closures as Gameplay Progresses]]
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[[Mules]]
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[[Stimulated Planning]]
 +
[[Experimenting]]
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[[Fudged Results]]
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[[Companions]]
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[[Handicap Systems]]
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[[Capture]]
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[[Persistent Game Worlds]]
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[[Vehicles]]
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[[Predictable Consequences]]
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[[Lives]]
 +
[[Cards]]
 +
[[Hands]]
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[[Puzzle Solving]]
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[[Resources]]
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[[Regenerating Resources]]
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 +
Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]]
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Modulates: [[Units]], [[Player Balance]], [[Transfer of Control,]] [[Handicaps]], [[Varied Gameplay]]
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 +
Modulated by: [[Transfer of Control]], [[Ownership]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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+
[[Renewable Resources]]
  
 
== History ==
 
== History ==

Revision as of 11:16, 7 September 2015

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Irreversible Events Randomness Higher-Level Closures as Gameplay Progresses Mules Stimulated Planning Experimenting Fudged Results Companions Handicap Systems Capture Persistent Game Worlds Vehicles Predictable Consequences Lives Cards Hands Puzzle Solving Resources Regenerating Resources

Instantiates: Closed Economies, Decreased Abilities, Limited Resources, Tied Results

Modulates: Units, Player Balance, Transfer of Control, Handicaps, Varied Gameplay

Modulated by: Transfer of Control, Ownership

Can Instantiate

-

with Consumers

Complete Resource Depletion

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Renewable Resources

History

An updated version of the pattern Non-Renewable Resources that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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