Difference between revisions of "Non-Renewable Resources"

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(Examples)
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=== Examples ===
 
=== Examples ===
  
==== Anti-Examples ====
+
[[Space Alert]]
optional
+
 
 +
[[Chess]]
 +
 
 +
[[Warcraft series]]
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 11:21, 7 September 2015

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

This pattern is a still a stub.

Examples

Space Alert

Chess

Warcraft series

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

Can Instantiate

-

with Consumers

Complete Resource Depletion

Can Modulate

Handicaps, Player Balance, Transfer of Control, Units, 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

-