Resource Locations
Places in game world that contain resources.
Resource Locations are simply places in game worlds where resource that are useful to players can be found.
Contents
[hide]Examples
The levels in Pac-Man have specific Resource Locations for the "power pellets". Certain spaces in the Civilization series have valuable resources in them. For the Europa Universalis series, all provinces have resources but different ones.
The levels in the Doom, Half-Life, Tomb Raider, and Quake series all have places where players can find ammunition, first aid kits, and other items that help players in gameplay challenges.
Using the pattern
Resource Locations are used in games to provide Resource Sources in Game Worlds. Which Resources to place and where to place them are the main design choices in focus when using Resource Locations.
Some games only put Resource Locations in certain areas of the Game Worlds while others, mainly those using Territories, have each discernible gameplay space have its own Resource.
Can Modulate
Area Control, Gain Ownership, Inaccessible Areas,
Can Be Instantiated By
Chargers, Game Items (including the more specific choices of Tools and Vehicles) and Pick-Ups are basic Resource Locations
Stationary Resource Generators that can be harvested, i.e. provide some Controller functionality, are Resource Locations.
Bases and Installations often contain, produce, or manage Resources and thereby are Resource Locations as well.
Can Be Modulated By
Traces Environmental Storytelling,
Narration Aspects
Besides the Bases,
Diegetic Aspects
While the type of Resources Diegetically Outstanding Features,
Consequences
Resource Locations are Resource Sources and quite often Strategic Locations. If where they exist are already known or public information, the knowledge (or suspicion) of their existence gives rise to Game World Exploration. Making most efficient use of them can signify that gameplay is in Exploitation phases.
Relations
Can Instantiate
Exploitation, Game World Exploration, Resource Sources, Strategic Locations
Can Modulate
Area Control, Game Worlds, Gain Ownership, Inaccessible Areas, Resources, Territories
Can Be Instantiated By
Bases, Chargers, Game Items, Installations, Pick-Ups, Tiles, Tools, Vehicles
Controllers together with Resource Generators
Can Be Modulated By
Diegetically Outstanding Features, Environmental Storytelling, Traces
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Resource Locations that was part of the original collection in the book Patterns in Game Design[1].
References
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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