Budgeted Action Points
From gdp3
Revision as of 08:14, 11 June 2011 by Staffan Björk (Talk | contribs)
Points that players use to be able to do actions.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Freedom of Choice Analysis Paralysis Real-Time Games Turn-Based Games Turn Taking Characters Game State Indicators Stimulated Planning Tactical Planning Action Programming Encouraged Return Visits Arithmetic Progression Purchasable Game Advantages Resource Caps Action Caps Helplessness Balancing Effects Movement Movement Limitations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Budgeted Action Points 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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