Difference between revisions of "Renewable Resources"

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(Consequences)
(Using the pattern)
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== Using the pattern ==
 
== Using the pattern ==
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[[Renewable Resources]] is used to ensure that [[Resources]] are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which [[Resources]] should be renewable and under what conditions they renew. Specific ways of making [[Resources]] renewable include having [[Chargers]], [[Pick-Ups]], [[Producers]], [[Spawning]], and [[Controllers]] together with [[Resource Generators]]. While all these related to specific points in [[Game Worlds]], [[Renewable Resources]] can also be achieved in more abstract ways through [[Game Element Insertion]], [[No-Use Bonus]], or [[Regenerating Resources]]. Designed [[Closed Economies]] by definition renew [[Resources]], at least as long as differences are made between different states of more abstract [[Resources]] or if some states of [[Resources]] are seen as locked or hidden. Quite obviously, [[Renewable Resources] isn't compatible with [[Non-Renewable Resources]].
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Typical examples of [[Resources]] that can be renewed include [[Budgeted Action Points]], [[Extra Chances]], [[Health]], [[Lives]], and [[Units]].
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=== Can Modulate ===
 
=== Can Modulate ===
[[Budgeted Action Points]],
 
 
[[Characters]],  
 
[[Characters]],  
[[Extra Chances]],
 
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
[[Health]],
 
 
[[Limited Resources]],  
 
[[Limited Resources]],  
[[Lives]],
 
 
[[Mules]],  
 
[[Mules]],  
 
[[Persistent Game Worlds]],  
 
[[Persistent Game Worlds]],  
[[Resources]],
 
 
[[Transfer of Control]],  
 
[[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 ===
 
=== Can Be Modulated By ===
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[[Time Limits]]
 
[[Time Limits]]
  
=== Potentially Conflicting With ===
 
[[Non-Renewable Resources]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Hierarchy of Goals]],  
 
[[Hierarchy of Goals]],  
[[Privileged Abilities]],  
+
[[Privileged Abilities]],
  
 
== Consequences ==
 
== Consequences ==

Revision as of 18:59, 19 September 2015

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

This pattern is a still a stub.

Examples

Dungeons & Dragons 4th edition powers once per encounter once per day

Legendary: Encounters Reshuffle draw piles once so weak example

Fury of Dracula - The Dracula player has 5 cards that can be used to evade capture or trigger events. These can't be re-used until the card drops off the trail spaces.

Using the pattern

Renewable Resources is used to ensure that Resources are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which Resources should be renewable and under what conditions they renew. Specific ways of making Resources renewable include having Chargers, Pick-Ups, Producers, Spawning, and Controllers together with Resource Generators. While all these related to specific points in Game Worlds, Renewable Resources can also be achieved in more abstract ways through Game Element Insertion, No-Use Bonus, or Regenerating Resources. Designed Closed Economies by definition renew Resources, at least as long as differences are made between different states of more abstract Resources or if some states of Resources are seen as locked or hidden. Quite obviously, [[Renewable Resources] isn't compatible with Non-Renewable Resources.

Typical examples of Resources that can be renewed include Budgeted Action Points, Extra Chances, Health, Lives, and Units.

Can Modulate

Characters, Gain Ownership, Limited Resources, Mules, Persistent Game Worlds, Transfer of Control,

Can Be Modulated By

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


Can Instantiate

Hierarchy of Goals, Privileged Abilities,

Consequences

Figuring out how to much Renewable Resources can be used without depleting there ability to renew is a form of Resource Management, and can turn into situations where Tradeoffs need to be made between short-term needs and long-term benefits. Renewable Resources often gives rise to Social Dilemmas when several players can make use of them since overuse from any one player can affect all negatively.

Resource Caps on Renewable Resources can created Encouraged Constant Player Activity since players need to consume the Resources to most efficiently make use of them. This in itself is a form of 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

Esther MacCallum-Stewart, Brain McDonald