Non-Renewable Resources
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Complete Resource Depletion can be guaranteed in games with Non-Renewable Resources and Consumers that consume these resources, and this may create Tied Results as a follow-up effect.
Relations
Can Instantiate
Closed Economies, Irreversible Events
with Capture
Higher-Level Closures as Gameplay Progresses
with Consumers
with Energy
with Experimenting
with Hands
Limited Gameplay Time, Predictable Consequences
Can Modulate
Capture, Companions, Fudged Results, Handicaps, Lives, Mules, Player Balance, Randomness, Resources, Transfer of Control, Units, Varied Gameplay
Can Be Instantiated By
Can Be Modulated By
Ownership, Transfer of Control
Possible Closure Effects
-
Potentially Conflicting With
Persistent Game Worlds, Regenerating Resources, Renewable Resources
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
-