Difference between revisions of "Renewable Resources"

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(Relations)
(Relations)
Line 47: Line 47:
 
[[Spawning]]
 
[[Spawning]]
 
[[Health]]
 
[[Health]]
[[Resources]]
 
[[Regenerating Resources]]
 
[[Non-Renewable Resources]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 61: Line 58:
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
 
[[Limited Resources]],  
 
[[Limited Resources]],  
 +
[[Resources]],
 
[[Transfer of Control]],  
 
[[Transfer of Control]],  
 
[[Units]]  
 
[[Units]]  
Line 67: Line 65:
 
[[Closed Economies]],  
 
[[Closed Economies]],  
 
[[Producers]],  
 
[[Producers]],  
 +
[[Regenerating Resources]],
 
[[Resource Generators]]  
 
[[Resource Generators]]  
  
Line 79: Line 78:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
-
+
[[Non-Renewable Resources]]
  
 
== History ==
 
== History ==

Revision as of 12:52, 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

Time Limits Game Element Insertion Mules Extra Chances Social Dilemmas Persistent Game Worlds Free Gift Inventories Resource Caps Environmental Effects Pick-Ups Controllers Budgeted Action Points No-Use Bonus Chargers Lives Player Elimination Spawning Health

Can Instantiate

Hierarchy of Goals, Privileged Abilities, Resource Management, Tradeoffs

Can Modulate

Characters, Gain Ownership, Limited Resources, Resources, Transfer of Control, Units

Can Be Instantiated By

Closed Economies, Producers, Regenerating Resources, Resource Generators

Can Be Modulated By

Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership

Possible Closure Effects

-

Potentially Conflicting With

Non-Renewable Resources

History

An updated version of the pattern 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

-