Difference between revisions of "Non-Renewable Resources"

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(Relations)
(Relations)
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Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]]
 
Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]]
  
Modulates: [[Units]], [[Player Balance]], [[Transfer of Control,]] [[Handicaps]], [[Varied Gameplay]]
+
Modulates: [[Units]],  
 
+
Modulated by: [[Transfer of Control]], [[Ownership]]
+
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Handicaps]],
 +
[[Player Balance]],
 +
[[Transfer of Control]], 
 +
[[Varied Gameplay]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Ownership]],
 +
[[Transfer of Control]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 11:17, 7 September 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

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

Complete Resource Depletion

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

-

Potentially Conflicting With

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-