Difference between revisions of "Non-Renewable Resources"
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== Using the pattern == | == Using the pattern == | ||
+ | === Can Modulate === | ||
+ | [[Capture]], | ||
+ | [[Companions]], | ||
+ | [[Fudged Results]], | ||
+ | [[Handicaps]], | ||
+ | [[Lives]], | ||
+ | [[Mules]], | ||
+ | [[Player Balance]], | ||
+ | [[Randomness]], | ||
+ | [[Resources]], | ||
+ | [[Transfer of Control]], | ||
+ | [[Units]], | ||
+ | [[Varied Gameplay]] | ||
− | === | + | === Can Be Instantiated By === |
+ | [[Cards]] | ||
− | === | + | === Can Be Modulated By === |
+ | [[Ownership]], | ||
+ | [[Transfer of Control]] | ||
− | === | + | === Potentially Conflicting With === |
+ | [[Persistent Game Worlds]], | ||
+ | [[Regenerating Resources]], | ||
+ | [[Renewable Resources]] | ||
== Consequences == | == Consequences == | ||
− | |||
[[Complete Resource Depletion]] can be guaranteed in games with [[Non-Renewable Resources]] and [[Consumers]] that consume these resources, and this may create [[Tied Results]] as a follow-up effect. | [[Complete Resource Depletion]] can be guaranteed in games with [[Non-Renewable Resources]] and [[Consumers]] that consume these resources, and this may create [[Tied Results]] as a follow-up effect. | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Closed Economies]], | ||
+ | [[Irreversible Events]] | ||
+ | |||
+ | ==== with [[Capture]] ==== | ||
+ | [[Higher-Level Closures as Gameplay Progresses]] | ||
+ | |||
+ | ==== with [[Energy]] ==== | ||
+ | [[Ability Losses]] | ||
+ | |||
+ | ==== with [[Experimenting]] ==== | ||
+ | [[Stimulated Planning]] | ||
+ | |||
+ | ==== with [[Hands]] ==== | ||
+ | [[Limited Gameplay Time]], | ||
+ | [[Predictable Consequences]] | ||
== Relations == | == Relations == |
Revision as of 12:15, 7 September 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Modulate
Capture, Companions, Fudged Results, Handicaps, Lives, Mules, Player Balance, Randomness, Resources, Transfer of Control, Units, Varied Gameplay
Can Be Instantiated By
Can Be Modulated By
Ownership, Transfer of Control
Potentially Conflicting With
Persistent Game Worlds, Regenerating Resources, Renewable Resources
Consequences
Complete Resource Depletion can be guaranteed in games with Non-Renewable Resources and Consumers that consume these resources, and this may create Tied Results as a follow-up effect.
Can Instantiate
Closed Economies, Irreversible Events
with Capture
Higher-Level Closures as Gameplay Progresses
with Energy
with Experimenting
with Hands
Limited Gameplay Time, Predictable Consequences
Relations
Can Instantiate
Closed Economies, Irreversible Events
with Capture
Higher-Level Closures as Gameplay Progresses
with Consumers
with Energy
with Experimenting
with Hands
Limited Gameplay Time, Predictable Consequences
Can Modulate
Capture, Companions, Fudged Results, Handicaps, Lives, Mules, Player Balance, Randomness, Resources, Transfer of Control, Units, Varied Gameplay
Can Be Instantiated By
Can Be Modulated By
Ownership, Transfer of Control
Possible Closure Effects
-
Potentially Conflicting With
Persistent Game Worlds, Regenerating Resources, 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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-