Difference between revisions of "Budgeted Action Points"

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The selection of possible actions which can be paid by the Budgeted Action Points can be any kind of action that is part of the overall game play, but Varied Gameplay and Tradeoffs can be encouraged by having heterogeneous groups. Budgeted Action Points can be used to give players Limited Resources for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select Skill levels or sets of advantages and disadvantages for Characters. For Budgeted Action Points that are used during gameplay, common possible actions include: Movement with different costsfor different terrain and Unit types to create Movement Limitations; different forms of actions related to Combat; and, actions that refill Renewable Resources such as healing or repairing.
 
The selection of possible actions which can be paid by the Budgeted Action Points can be any kind of action that is part of the overall game play, but Varied Gameplay and Tradeoffs can be encouraged by having heterogeneous groups. Budgeted Action Points can be used to give players Limited Resources for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select Skill levels or sets of advantages and disadvantages for Characters. For Budgeted Action Points that are used during gameplay, common possible actions include: Movement with different costsfor different terrain and Unit types to create Movement Limitations; different forms of actions related to Combat; and, actions that refill Renewable Resources such as healing or repairing.
  
Budgeted Action Points can have Balancing Effects on powerful abilities since these may cost more points and not be usable so often. Further, the impact of New Abilities or Privileged Abilities is lessened when used together with Budgeted Action Points as using them requires players to not use other actions.
 
  
 
[[Tick-based Games]]
 
[[Tick-based Games]]
 
[[Regenerating Resources]]
 
[[Regenerating Resources]]
 
[[Purchasable Game Advantages]],  
 
[[Purchasable Game Advantages]],  
 +
 +
Turn-Based Games and Tick-Based Games can have Budgeted Action Points on two levels. On the strategic level, Budgeted Action Points are used to do Investment either in technology to give new Units with Privileged Abilities or in production to create new Units,Producers, or Converters. On a tactical level, Budgeted Action Points are given to each Unit at the start of the turn and most Units usually have a basic common set of actions with special Units have additional choices. The presence of Budgeted Action Points in Turn-Based Games typically causes Cognitive Immersion and Analysis Paralysis.
 +
 +
Budgeted Action Points in Real-Time Games are usually optional and are shown as through a Status Indicator.
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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== Consequences ==
 
== Consequences ==
[[Budgeted Action Points]] gives players a [[Freedom of Choice]] of which actions within a [[Limited Set of Actions]] they wish to do, and they also provide [[Action Caps]] since only a limited number of actions can be done within a time limit. They are indirect [[Resources]] which inherently have [[Resource Caps]].
+
[[Budgeted Action Points]] gives players a [[Freedom of Choice]] of which actions within a [[Limited Set of Actions]] they wish to do, and they also provide [[Action Caps]] since only a limited number of actions can be done within a time limit. They are indirect [[Resources]] which inherently have [[Resource Caps]], and when controlling [[Movement]] they also impose [[Movement Limitations]].
  
 +
The [[Freedom of Choice]] that [[Budgeted Action Points]] gives [[Stimulated Planning]] regarding [[Tactical Planning]]. However, in games that are [[Multiplayer Games|Multiplayer]] and [[Turn-Based Games|Turn-Based]], this can [[Analysis Paralysis]]. In any type of game running out of [[Budgeted Action Points]] can lead to [[Helplessness]].
 +
 +
[[Budgeted Action Points]] can have [[Balancing Effects]] on powerful abilities since these may cost more points and not be usable so often. Further, the impact of New Abilities or Privileged Abilities is lessened when used together with Budgeted Action Points as using them requires players to not use other actions.
  
 
. The points are a form of Renewable Resources which requires players to continuously do Resource Management and Tradeoffs between the different possible actions available.
 
. The points are a form of Renewable Resources which requires players to continuously do Resource Management and Tradeoffs between the different possible actions available.
  
Turn-Based Games and Tick-Based Games can have Budgeted Action Points on two levels. On the strategic level, Budgeted Action Points are used to do Investment either in technology to give new Units with Privileged Abilities or in production to create new Units,Producers, or Converters. On a tactical level, Budgeted Action Points are given to each Unit at the start of the turn and most Units usually have a basic common set of actions with special Units have additional choices. The presence of Budgeted Action Points in Turn-Based Games typically causes Cognitive Immersion and Analysis Paralysis.
 
 
Budgeted Action Points in Real-Time Games are usually optional and are shown as through a Status Indicator.
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
,
 
 
[[Action Programming]],  
 
[[Action Programming]],  
[[Helplessness]],
 
[[Movement Limitations]],
 
 
 
,
 
[[Stimulated Planning]],
 
[[Tactical Planning]]
 
 
==== with [[Multiplayer Games]] and [[Turn-Based Games]] ====
 
[[Analysis Paralysis]]
 
  
 
==== with [[Persistent Game Worlds]] and [[Renewable Resources]] ====
 
==== with [[Persistent Game Worlds]] and [[Renewable Resources]] ====
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=== Can Modulate ===
 
=== Can Modulate ===
 
[[Characters]],  
 
[[Characters]],  
[[Movement]],
 
 
[[Real-Time Games]],  
 
[[Real-Time Games]],  
 
[[Turn Taking]],  
 
[[Turn Taking]],  
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[[Action Caps]],  
 
[[Action Caps]],  
 
[[Action Programming]],  
 
[[Action Programming]],  
 +
[[Balancing Effects]],
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
 
[[Helplessness]],  
 
[[Helplessness]],  

Revision as of 08:39, 12 June 2011

Points that players use to be able to do actions.

Budgeted Action Points are a way to let players decide from turn to turn which actions they want to perform. Usually they not only let players have alternatives to choose from but also allow them to perform the same actions several times if wished but at the expense of not then being able to do other actions.

A form of Budgeted Action Points is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value and this value slowly increases until it has reached a maximum point. This means that the amount of uses of the action during a certain amount of time is limited but players can save up points in order to use the actions several times quickly after one another.

This pattern is a still a stub.

Examples

Example: the board game Space Hulk has a limited set of action points for each unit in the game. For the player controlling genestealers these action points are used for moving, turning, and attacking in close combat while the player controlling the space marines can use them for these activities and additionally to shoot and reload weapons.

Example: play-by-mail games and other tick-based games let players record what actions they want to do and send them to the game facilitator. In order to make games manageable and not grow exponentially in complexity the number of actions each player can use is set to a certain limit.

Example: calling air strikes, producing ammunition boxes, or handing out health packs in Return to Castle Wolfenstein: Enemy Territory all requires resources from the players doing the actions. These resources are limited by are regained over time, letting players choose between continuously doing the actions at regular intervals or saving up to do several of them in a short time span.

Ticket to Ride

Pandemic

Forbidden Island

Neuroshima Hex

Conflict of Heroes: Awakening the Bear! Russia 1941-1942

Fallout series

V.A.T.S

CityVille Empires & Allies Ravenwood Fair

Using the pattern

The selection of possible actions which can be paid by the Budgeted Action Points can be any kind of action that is part of the overall game play, but Varied Gameplay and Tradeoffs can be encouraged by having heterogeneous groups. Budgeted Action Points can be used to give players Limited Resources for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select Skill levels or sets of advantages and disadvantages for Characters. For Budgeted Action Points that are used during gameplay, common possible actions include: Movement with different costsfor different terrain and Unit types to create Movement Limitations; different forms of actions related to Combat; and, actions that refill Renewable Resources such as healing or repairing.


Tick-based Games Regenerating Resources Purchasable Game Advantages,

Turn-Based Games and Tick-Based Games can have Budgeted Action Points on two levels. On the strategic level, Budgeted Action Points are used to do Investment either in technology to give new Units with Privileged Abilities or in production to create new Units,Producers, or Converters. On a tactical level, Budgeted Action Points are given to each Unit at the start of the turn and most Units usually have a basic common set of actions with special Units have additional choices. The presence of Budgeted Action Points in Turn-Based Games typically causes Cognitive Immersion and Analysis Paralysis.

Budgeted Action Points in Real-Time Games are usually optional and are shown as through a Status Indicator.

Can Be Instantiated By

Chips

Can Be Modulated By

Game State Indicators

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Budgeted Action Points gives players a Freedom of Choice of which actions within a Limited Set of Actions they wish to do, and they also provide Action Caps since only a limited number of actions can be done within a time limit. They are indirect Resources which inherently have Resource Caps, and when controlling Movement they also impose Movement Limitations.

The Freedom of Choice that Budgeted Action Points gives Stimulated Planning regarding Tactical Planning. However, in games that are Multiplayer and Turn-Based, this can Analysis Paralysis. In any type of game running out of Budgeted Action Points can lead to Helplessness.

Budgeted Action Points can have Balancing Effects on powerful abilities since these may cost more points and not be usable so often. Further, the impact of New Abilities or Privileged Abilities is lessened when used together with Budgeted Action Points as using them requires players to not use other actions.

. The points are a form of Renewable Resources which requires players to continuously do Resource Management and Tradeoffs between the different possible actions available.


Can Instantiate

Action Programming,

with Persistent Game Worlds and Renewable Resources

Encouraged Return Visits

Can Modulate

Characters, Real-Time Games, Turn Taking, Turn-Based Games

Relations

Can Instantiate

Action Caps, Action Programming, Balancing Effects, Freedom of Choice, Helplessness, Movement Limitations, Resources, Resource Caps, Stimulated Planning, Tactical Planning

with Multiplayer Games and Turn-Based Games

Analysis Paralysis

with Persistent Game Worlds and Renewable Resources

Encouraged Return Visits

Can Modulate

Characters, Movement, Real-Time Games, Turn Taking, Turn-Based Games

Can Be Instantiated By

Chips

Can Be Modulated By

Game State Indicators, Purchasable Game Advantages

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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