Regenerating Resources
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Giantbomb has an entry for the more specialized concept "Regenerating Ammo"[1], "Regenerating Health"[2], and "Shield Regeneration"[3].
Contents
Examples
"Roguelikes", i.e. games such as Rogue and Angband, lets the health and mana of players' character replenish over times.
Board Games that let players place "workers" to take actions, e.g. Agricola, Dominant Species and Lords of Waterdeep, only provide players with a limited number of actions they can do every round. However, since players get these workers back at the end of the round they are a form of Regenerating Resources.
Regenerating health has become more and more common in FPS Games. Just Cause, Spec Ops: The Line, Wolfenstein: New World Order, and the Battlefield, Call of Duty and Halo series to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The Halo series also have a similar system for regenerating force shields (and had this before it had health regeneration). Other Computer Games with similar system include later versions in the Deus Ex and Tomb Raider series.
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
with Persistent Game Worlds
(special case)
with Budgeted Action Points and Persistent Game Worlds
Can Modulate
Budgeted Action Points, Persistent Game Worlds, Resources
Limited Resources when used with Resource Caps
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Limited Resources, Non-Renewable Resources
History
New pattern created in this wiki.
References
- ↑ Entry for "Regenerating Ammo" at GiantBomb.
- ↑ Entry for "Regenerating Health" at GiantBomb.
- ↑ Entry for "Shield Regeneration" at GiantBomb.
Acknowledgements
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