Difference between revisions of "Non-Renewable Resources"

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(Relations)
(Relations)
Line 34: Line 34:
 
[[Irreversible Events]]
 
[[Irreversible Events]]
 
[[Randomness]]
 
[[Randomness]]
[[Higher-Level Closures as Gameplay Progresses]]
 
 
[[Mules]]
 
[[Mules]]
 
[[Stimulated Planning]]
 
[[Stimulated Planning]]
 
[[Experimenting]]
 
[[Experimenting]]
 
[[Fudged Results]]
 
[[Fudged Results]]
[[Companions]]
+
 
[[Handicap Systems]]
+
[[Lives]],
[[Capture]]
+
[[Cards]],
[[Persistent Game Worlds]]
+
[[Vehicles]]
+
[[Predictable Consequences]]
+
[[Lives]]
+
[[Cards]]
+
[[Hands]]
+
[[Puzzle Solving]]
+
  
 
Instantiates: [[Decreased Abilities]], [[Tied Results]]
 
Instantiates: [[Decreased Abilities]], [[Tied Results]]
Line 54: Line 46:
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Closed Economies]],  
 
[[Closed Economies]],  
 +
 +
==== with [[Capture]] ====
 +
[[Higher-Level Closures as Gameplay Progresses]]
  
 
==== with [[Consumers]] ====
 
==== with [[Consumers]] ====
 
[[Complete Resource Depletion]]
 
[[Complete Resource Depletion]]
 +
 +
==== with [[Hands]] ====
 +
[[Limited Gameplay Time]],
 +
[[Predictable Consequences]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Capture]],
 +
[[Companions]],
 
[[Handicaps]],  
 
[[Handicaps]],  
 
[[Player Balance]],  
 
[[Player Balance]],  
Line 77: Line 78:
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Persistent Game Worlds]],
 
[[Regenerating Resources]],  
 
[[Regenerating Resources]],  
 
[[Renewable Resources]]
 
[[Renewable Resources]]

Revision as of 12:02, 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 Mules Stimulated Planning Experimenting Fudged Results

Lives, Cards,

Instantiates: Decreased Abilities, Tied Results

Can Instantiate

Closed Economies,

with Capture

Higher-Level Closures as Gameplay Progresses

with Consumers

Complete Resource Depletion

with Hands

Limited Gameplay Time, Predictable Consequences

Can Modulate

Capture, Companions, Handicaps, Player Balance, 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

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

Acknowledgements

-