Regenerating Resources

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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].

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. Spec Ops: The Line, Wolfenstein: New World Order, and the Battlefield, Call of Duty, Just Cause, 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

Ammunition Health

Can Instantiate

Renewable Resources

with Persistent Game Worlds

Encouraged Return Visits

(special case)

with Budgeted Action Points and Persistent Game Worlds

Encouraged Return Visits

Can Modulate

Budgeted Action Points, Persistent Game Worlds, Resources

Limited Resources when used with Resource Caps

Can Be Instantiated By

-

Can Be Modulated By

Resource Caps

Possible Closure Effects

-

Potentially Conflicting With

Limited Resources, Non-Renewable Resources

History

New pattern created in this wiki.

References

  1. Entry for "Regenerating Ammo" at GiantBomb.
  2. Entry for "Regenerating Health" at GiantBomb.
  3. Entry for "Shield Regeneration" at GiantBomb.

Acknowledgements

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