Difference between revisions of "Complete Resource Depletion"
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== Using the pattern == | == Using the pattern == | ||
− | + | [[Complete Resource Depletion]] is a way of designing games so specific [[Resources]] while not be available for use. However, it can be set up so it only lasts for certain periods of time. | |
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− | [[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. | 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. |
Revision as of 20:23, 4 September 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
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 is a way of designing games so specific Resources while not be available for use. However, it 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
Complete Resource Depletion can create Entrenching Gameplay or initiate Endgame phases due to the different circumstances for gameplay when specific Resources have been exhausted. When the lack of Resources make certain actions available, this may hinder competition between players and thereby force Tied Results.
When the lack of certain Resources signify the end of game instances, players can use Complete Resource Depletion as a means of causing Speedending.
Relations
Can Instantiate
Endgame, Entrenching Gameplay, Speedending, Tied Results
Can Modulate
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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