Renewable Resources
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Time Limits Game Element Insertion Units Mules Characters Extra Chances Social Dilemmas Persistent Game Worlds Free Gift Inventories Resource Caps Environmental Effects Pick-Ups Controllers Budgeted Action Points No-Use Bonus Chargers Lives Player Elimination Spawning Health Resources Regenerating Resources Non-Renewable Resources
Instantiates: Hierarchy of Goals, Resource Management, Reconnaissance, Privileged Abilities, Tradeoffs
Modulates: Damage, Units, Limited Resources, Transfer of Control, Gain Ownership, Characters
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
Closed Economies, Producers, Resource Generators
Can Be Modulated By
Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership
Possible Closure Effects
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Potentially Conflicting With
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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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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