Renewable Resources
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
Time Limits Game Element Insertion Mules Extra Chances Social Dilemmas Persistent Game Worlds Free Gift Inventories Resource Caps
Can Instantiate
Hierarchy of Goals, Privileged Abilities, Resource Management, Tradeoffs
Can Modulate
Budgeted Action Points, Characters, Gain Ownership, Health, Limited Resources, Lives, Resources, Transfer of Control, Units
Can Be Instantiated By
Chargers, Closed Economies, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning
Controllers together with Resource Generators
Can Be Modulated By
Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership
Possible Closure Effects
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Potentially Conflicting With
History
An updated version of the pattern 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
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