Difference between revisions of "Non-Renewable Resources"

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(Relations)
(Relations)
Line 49: Line 49:
 
[[Hands]]
 
[[Hands]]
 
[[Puzzle Solving]]
 
[[Puzzle Solving]]
[[Resources]]
 
[[Regenerating Resources]]
 
  
 
Instantiates: [[Decreased Abilities]], [[Tied Results]]
 
Instantiates: [[Decreased Abilities]], [[Tied Results]]
Line 63: Line 61:
 
[[Handicaps]],  
 
[[Handicaps]],  
 
[[Player Balance]],  
 
[[Player Balance]],  
 +
[[Resources]],
 
[[Transfer of Control]],   
 
[[Transfer of Control]],   
 
[[Units]],  
 
[[Units]],  
Line 78: Line 77:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Regenerating Resources]],
 
[[Renewable Resources]]
 
[[Renewable Resources]]
  

Revision as of 11:58, 7 September 2015

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

This pattern is a still a stub.

Examples

Space Alert

Chess

Warcraft series

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Irreversible Events Randomness Higher-Level Closures as Gameplay Progresses Mules Stimulated Planning Experimenting Fudged Results Companions Handicap Systems Capture Persistent Game Worlds Vehicles Predictable Consequences Lives Cards Hands Puzzle Solving

Instantiates: Decreased Abilities, Tied Results

Can Instantiate

Closed Economies,

with Consumers

Complete Resource Depletion

Can Modulate

Handicaps, Player Balance, Resources, Transfer of Control, Units, Varied Gameplay

Can Be Instantiated By

-

Can Be Modulated By

Ownership, Transfer of Control

Possible Closure Effects

-

Potentially Conflicting With

Regenerating Resources, Renewable Resources

History

An updated version of the pattern Non-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

-