Difference between revisions of "Complete Resource Depletion"

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(Relations)
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=== Examples ===
 
=== Examples ===
  
==== Anti-Examples ====
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[[Chess]]
optional
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The [[Warcraft series]] provides a weaker example of [[Complete Resource Depletion]] since all gold mines may be emptied in prolonged games, but players still have other ways of gaining more gold.
  
 
== Using the pattern ==
 
== Using the pattern ==
  
=== Diegetic Aspects ===
 
  
=== Interface Aspects ===
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[[Complete Resource Depletion]] can be set up so it only lasts for certain periods of time.
  
=== Narration Aspects ===
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Ensuring [[Complete Resource Depletion]] consist of making sure existing [[Resources]] are used up quicker than new ones are acquired. This can be most surely be achieved through having [[Non-Renewable Resources]] together with requiring the use of [[Consumers]] (or having [[Consumers]] that players don't control that continuously use up the [[Resources]]). Just having [[Consumers]] and less productive [[Producers]] can also work as long as the comsuptions can be guaranteed to be higher than the production.
  
 
== Consequences ==
 
== Consequences ==
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=== Can Instantiate ===
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[[Endgame]],
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[[Entrenching Gameplay]],
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[[Speedending]],
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[[Tied Results]]
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=== Can Modulate ===
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[[Resources]]
  
 
== Relations ==
 
== Relations ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Consumers]] together with [[Non-Renewable Resources]]
 
[[Consumers]] together with [[Non-Renewable Resources]]
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[[Consumers]] together with less productive [[Producers]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 19:10, 4 September 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Chess

The Warcraft series provides a weaker example of Complete Resource Depletion since all gold mines may be emptied in prolonged games, but players still have other ways of gaining more gold.

Using the pattern

Complete Resource Depletion can be set up so it only lasts for certain periods of time.

Ensuring Complete Resource Depletion consist of making sure existing Resources are used up quicker than new ones are acquired. This can be most surely be achieved through having Non-Renewable Resources together with requiring the use of Consumers (or having Consumers that players don't control that continuously use up the Resources). Just having Consumers and less productive Producers can also work as long as the comsuptions can be guaranteed to be higher than the production.

Consequences

Can Instantiate

Endgame, Entrenching Gameplay, Speedending, Tied Results

Can Modulate

Resources

Relations

Can Instantiate

Endgame, Entrenching Gameplay, Speedending, Tied Results

Can Modulate

Resources

Can Be Instantiated By

Consumers together with Non-Renewable Resources

Consumers together with less productive Producers

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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