Difference between revisions of "Action Caps"
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== Consequences == | == Consequences == | ||
− | Since actions become a [[Resources|Resource]] if the number of actions possible to do are limited, [[Action Caps]] are a way of creating [[Resource Caps]]. As a natural consequence of this, [[Action Caps]] leads to [[Resource Management]] of the possible actions and considering how to use these provides [[Stimulated Planning]]. Even if [[Action Caps]] make players plan | + | Since actions become a [[Resources|Resource]] if the number of actions possible to do are limited, [[Action Caps]] are a way of creating [[Resource Caps]]. As a natural consequence of this, [[Action Caps]] leads to [[Resource Management]] of the possible actions and considering how to use these provides [[Stimulated Planning]]. Even if [[Action Caps]] make players plan and can thereby create [[Analysis Paralysis]], it can also work against this by having the number of actions allowed small enough. |
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Analysis Paralysis]], | ||
[[Resource Management]], | [[Resource Management]], | ||
[[Resources]], [[Resource Caps]], | [[Resources]], [[Resource Caps]], |
Revision as of 11:11, 19 February 2011
Limits on the numbers of actions allowed to be used.
This pattern is a still a stub.
Contents
Examples
Pandemic allows players to take 4 actions per turn, which can be moving, treating diseases, or developing vaccines. In Cartagena the only possible action is to move forward buy playing cards or moving backwards to get cards, and players can do between one and three moves per turn. Origins: How We Became Human allow players a number of 'innovation' and 'population' actions each turn depending on how many free slots exist on the respective tracks each player has. The computer-based Fallout series uses a similar form of restriction on actions, in the first two installments through action points and in later ones through a system called 'V.A.T.S'.
Space Hulk provide the marine player with a number of action points each turn for each marine which can be used for moving, turning, shooting, and activating items such as doors. The naturally creates Action Caps but the player has some extra flexibility through having between 1 and 6 extra 'command points'. In Bloodbowl each player have a number of 'players' that each only have one action per turn (move, block, blitz, or pass). The blitz action can only be done by one 'player' per turn so this is a form of Action Caps but if any action if failed in some way the turn passes to the other play which is also a form of Action Caps.
Ravenwood Fair provides many types of actions that players can do, but most of these require resources and the 'energy' one most thematically fits as Action Caps. In addition, players visiting other players' fairs are provided with 5 special energy units per fair per day that can be used to help these other players.
Using the pattern
Action Caps in one sense exist in all games since players are limited on what they can do, with Puzzles such as Jigsaw Puzzle the possible exception. For Real-Times Games this is because players, at least human players, can only perform so many actions during a certain period of time. This leaves few design options for the pattern, and it only becomes interesting to design in Turn-Based Games or Tick-Based Games where players have to consider what actions to do when they can't do all.
Action Caps can either be applying on the number of actions in total that can be made, or one how many times individual actions can be done. Budgeted Action Points
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Since actions become a Resource if the number of actions possible to do are limited, Action Caps are a way of creating Resource Caps. As a natural consequence of this, Action Caps leads to Resource Management of the possible actions and considering how to use these provides Stimulated Planning. Even if Action Caps make players plan and can thereby create Analysis Paralysis, it can also work against this by having the number of actions allowed small enough.
Relations
Can Instantiate
Analysis Paralysis, Resource Management, Resources, Resource Caps, Stimulated Planning
with ...
Can Modulate
Turn-Based Games, Tick-Based Games
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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