Budgeted Action Points

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Points that players use to be able to do actions.

This pattern is a still a stub.

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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