Difference between revisions of "Non-Localized Resources"

From gdp3
Jump to: navigation, search
Line 11: Line 11:
 
''Resources in games that at least partly do not have physical locations.''
 
''Resources in games that at least partly do not have physical locations.''
  
Resources are a common component in many games. Those that are [[Non-Localized Resources]]
+
Resources are a common component in many games. Those that are [[Non-Localized Resources]] have no spatial location in a game world.
  
 
=== Examples ===
 
=== Examples ===
 
+
The lives players have in [[Pac-Man]] and [[Asteroids]] are examples of [[Non-Localized Resources]]. Likewise, experience points in [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons & Dragons]] and the [[Fallout series]] may be characteristics of characters but have no or little connection to the locations of those characters are and are not located specifically in any part of them.
The lives players have in [[Pac-Man]] and [[Asteroids]] are examples of [[Non-Localized Resources]].  
+
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 18:26, 5 September 2015

Resources in games that at least partly do not have physical locations.

Resources are a common component in many games. Those that are Non-Localized Resources have no spatial location in a game world.

Examples

The lives players have in Pac-Man and Asteroids are examples of Non-Localized Resources. Likewise, experience points in Roleplaying Games such as Dungeons & Dragons and the Fallout series may be characteristics of characters but have no or little connection to the locations of those characters are and are not located specifically in any part of them.

Using the pattern

While all Resources in games without Game Worlds by definition are Non-Localized Resources, it is mainly interesting to consider this pattern in contrasts to what exists in Game Worlds, so they pattern is rarely interesting to consider unless a game does in fact have a Game World. Non-Localized Resources exists in two variants, strong or weak. In the strong variant, all instances of the Resources are non-localized while in the weak only some instances - typically those acquired by players - are non-localized.

Typical examples of Resources that are candidates to be used as Non-Localized Resources include Ammunition, Health, Lives, Money, and Scores.

Can Modulate

Inventories

Can Be Modulated By

Pick-Ups

Consequences

As its name indicates, Non-Localized Resources are Resources and they modify Game Worlds by their full or partial absence in these.

Relations

Game Worlds,

Can Instantiate

Resources

Can Modulate

Game Worlds, Inventories

Can Be Instantiated By

Ammunition, Health, Lives, Money, Scores

Can Be Modulated By

Pick-Ups

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-