Non-Renewable Resources
From gdp3
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Irreversible Events Randomness Higher-Level Closures as Gameplay Progresses Mules Stimulated Planning Experimenting Fudged Results Companions Handicap Systems Capture Persistent Game Worlds Vehicles Predictable Consequences Lives Cards Hands Puzzle Solving Resources Regenerating Resources
Instantiates: Closed Economies, Decreased Abilities, Limited Resources, Tied Results
Modulates: Units,
Can Instantiate
-
with Consumers
Can Modulate
Handicaps, Player Balance, Transfer of Control, Varied Gameplay
Can Be Instantiated By
-
Can Be Modulated By
Ownership, Transfer of Control
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern Non-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
-