Shared Resources

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

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Social Interaction, Game World Exploration, Negotiation, Competition, Races, Symmetric Resource Distribution

Modulates: Ownership, Penalties, Social Interaction, Social Organizations, Alliances,

Modulated by: Strategic Knowledge

with Cooperation

Inherent Mistrust, Social Dilemmas, Tension

Social Roles

Can Instantiate

Social Dilemmas, Tension, Time Limits

Can Modulate

Bag Building, Lives, Resources, Shared Penalties, Shared Rewards

Can Be Instantiated By

Extra Chances together with Teams

Can Be Modulated By

Mutual Goals

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Shared 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

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