Renewable Resources
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Dungeons & Dragons 4th edition powers once per encounter once per day
Legendary: Encounters Reshuffle draw piles once so weak example
Fury of Dracula - The Dracula player has 5 cards that can be used to evade capture or trigger events. These can't be re-used until the card drops off the trail spaces.
Using the pattern
Renewable Resources is used to ensure that Resources are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which Resources should be renewable and under what conditions they renew. Specific ways of making Resources renewable include having Chargers, Pick-Ups, Producers, Spawning, and Controllers together with Resource Generators. While all these related to specific points in Game Worlds, Renewable Resources can also be achieved in more abstract ways through Game Element Insertion, No-Use Bonus, or Regenerating Resources. Designed Closed Economies by definition renew Resources, at least as long as differences are made between different states of more abstract Resources or if some states of Resources are seen as locked or hidden. They are often necessary in Persistent Game Worlds to avoid complete depletion or the Resources being hoarded in specific places or states. Quite obviously, Renewable Resources isn't compatible with Non-Renewable Resources.
Typical examples of Resources that can be renewed include Budgeted Action Points, Extra Chances, Health, Lives, and Units.
Can Modulate
Gain Ownership, Transfer of Control,
Can Be Modulated By
When Renewable Resources are renewed automatically this is practically an example of applying a Time Limit. When renewing them are instead actions, being able to do so can be Privileged Abilities for Characters. Renewable Resources can by affected by Resource Caps to create maximum amount of Resources available to individual players or to the game state as a whole. Another, and compatible option, is to use Diminishing Returns so that the Resources replenish slower if there are many of them.
Consequences
Figuring out how to much Renewable Resources can be used without depleting there ability to renew is a form of Resource Management, and can turn into situations where Tradeoffs need to be made between short-term needs and long-term benefits. Renewable Resources often gives rise to Social Dilemmas when several players can make use of them since overuse from any one player can affect all negatively.
Resource Caps on Renewable Resources can created Encouraged Constant Player Activity since players need to consume the Resources to most efficiently make use of them. This in itself is a form of Resource Management. The presence of Renewable Resources affects the usefulness of Mules since without them the Mules can most likely only be effective for short periods of time.
Relations
Can Instantiate
Privileged Abilities, Resource Management, Social Dilemmas, Tradeoffs
with Resource Caps
Encouraged Constant Player Activity, Resource Management
Can Modulate
Budgeted Action Points, Characters, Extra Chances, Gain Ownership, Health, Limited Resources, Lives, Mules, Persistent Game Worlds, Resources, Transfer of Control, Units
Can Be Instantiated By
Chargers, Closed Economies, Game Element Insertion, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning
Controllers together with Resource Generators
Can Be Modulated By
Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits
Possible Closure Effects
-
Potentially Conflicting With
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
Esther MacCallum-Stewart, Brain McDonald