Difference between revisions of "Renewable Resources"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Modulate ===
 +
[[Budgeted Action Points]],
 +
[[Characters]],
 +
[[Extra Chances]],
 +
[[Gain Ownership]],
 +
[[Health]],
 +
[[Limited Resources]],
 +
[[Lives]],
 +
[[Mules]],
 +
[[Persistent Game Worlds]],
 +
[[Resources]],
 +
[[Transfer of Control]],
 +
[[Units]]
  
=== Diegetic Aspects ===
+
=== Can Be Instantiated By ===
 +
[[Chargers]],
 +
[[Closed Economies]],
 +
[[Game Element Insertion]],
 +
[[No-Use Bonus]],
 +
[[Pick-Ups]],
 +
[[Producers]],
 +
[[Regenerating Resources]],
 +
[[Spawning]]
  
=== Interface Aspects ===
+
[[Controllers]] together with [[Resource Generators]]
  
=== Narration Aspects ===
+
=== Can Be Modulated By ===
 +
[[Asymmetric Resource Distribution]],
 +
[[Converters]],
 +
[[Diminishing Returns]],
 +
[[Ownership]],
 +
[[Resource Caps]],
 +
[[Time Limits]]
 +
 
 +
=== Potentially Conflicting With ===
 +
[[Non-Renewable Resources]]
  
 
== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Hierarchy of Goals]],
 +
[[Privileged Abilities]],
 +
[[Resource Management]],
 +
[[Social Dilemmas]],
 +
[[Tradeoffs]]
 +
 +
==== with [[Resource Caps]] ====
 +
[[Encouraged Constant Player Activity]], [[Resource Management]]
  
 
== Relations ==
 
== Relations ==

Revision as of 13:05, 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

Can Modulate

Budgeted Action Points, Characters, Extra Chances, Gain Ownership, Health, Limited Resources, Lives, Mules, Persistent Game Worlds, Resources, Transfer of Control, Units

Can Be Instantiated By

Chargers, Closed Economies, Game Element Insertion, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning

Controllers together with Resource Generators

Can Be Modulated By

Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits

Potentially Conflicting With

Non-Renewable Resources

Consequences

Can Instantiate

Hierarchy of Goals, Privileged Abilities, Resource Management, Social Dilemmas, Tradeoffs

with Resource Caps

Encouraged Constant Player Activity, Resource Management

Relations

Can Instantiate

Hierarchy of Goals, Privileged Abilities, Resource Management, Social Dilemmas, Tradeoffs

with Resource Caps

Encouraged Constant Player Activity, Resource Management

Can Modulate

Budgeted Action Points, Characters, Extra Chances, Gain Ownership, Health, Limited Resources, Lives, Mules, Persistent Game Worlds, Resources, Transfer of Control, Units

Can Be Instantiated By

Chargers, Closed Economies, Game Element Insertion, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning

Controllers together with Resource Generators

Can Be Modulated By

Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits

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

-