Difference between revisions of "Resource Sources"
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== Consequences == | == Consequences == | ||
− | The presence of [[Resource Sources]] in games encourage [[Stimulated Planning]] for players to the degree that they have need for those [[Resources]]. | + | The presence of [[Resource Sources]] in games encourage [[Stimulated Planning]] for players to the degree that they have need for those [[Resources]]. They can also lead to [[Resource Management]] if the sources can be manipulated, protected from other agents, or be created by the players themselves. |
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Resource Management]], | ||
[[Stimulated Planning]] | [[Stimulated Planning]] | ||
Revision as of 11:06, 21 September 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Resource Sources provide players with ways of gaining Resources. Examples of Resource Sources include Pick-Ups, Resource Locations, and other players when Trading with them is possible. Loot provided from Enemies, Inhabitants, or Non-Player Characters are also typical Resource Sources.
Consequences
The presence of Resource Sources in games encourage Stimulated Planning for players to the degree that they have need for those Resources. They can also lead to Resource Management if the sources can be manipulated, protected from other agents, or be created by the players themselves.
Relations
Can Instantiate
Resource Management, Stimulated Planning
Can Modulate
Can Be Instantiated By
Pick-Ups, Resource Locations, Trading
Loot together with Enemies, Inhabitants, or Non-Player Characters
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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