Difference between revisions of "Non-Renewable Resources"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
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=== Can Modulate ===
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[[Capture]],
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[[Companions]],
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[[Fudged Results]],
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[[Handicaps]],
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[[Lives]],
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[[Mules]],
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[[Player Balance]],
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[[Randomness]],
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[[Resources]],
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[[Transfer of Control]], 
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[[Units]],
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[[Varied Gameplay]]
  
=== Diegetic Aspects ===
+
=== Can Be Instantiated By ===
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[[Cards]]
  
=== Interface Aspects ===
+
=== Can Be Modulated By ===
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[[Ownership]],
 +
[[Transfer of Control]]
  
=== Narration Aspects ===
+
=== Potentially Conflicting With ===
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[[Persistent Game Worlds]],
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[[Regenerating Resources]],
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[[Renewable Resources]]
  
 
== Consequences ==
 
== Consequences ==
 
 
[[Complete Resource Depletion]] can be guaranteed in games with [[Non-Renewable Resources]] and [[Consumers]] that consume these resources, and this may create [[Tied Results]] as a follow-up effect.
 
[[Complete Resource Depletion]] can be guaranteed in games with [[Non-Renewable Resources]] and [[Consumers]] that consume these resources, and this may create [[Tied Results]] as a follow-up effect.
 +
 +
=== Can Instantiate ===
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[[Closed Economies]],
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[[Irreversible Events]]
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 +
==== with [[Capture]] ====
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[[Higher-Level Closures as Gameplay Progresses]]
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==== with [[Energy]] ====
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[[Ability Losses]]
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==== with [[Experimenting]] ====
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[[Stimulated Planning]]
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==== with [[Hands]] ====
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[[Limited Gameplay Time]],
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[[Predictable Consequences]]
  
 
== Relations ==
 
== Relations ==

Revision as of 12:15, 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

Can Modulate

Capture, Companions, Fudged Results, Handicaps, Lives, Mules, Player Balance, Randomness, Resources, Transfer of Control, Units, Varied Gameplay

Can Be Instantiated By

Cards

Can Be Modulated By

Ownership, Transfer of Control

Potentially Conflicting With

Persistent Game Worlds, Regenerating Resources, Renewable Resources

Consequences

Complete Resource Depletion can be guaranteed in games with Non-Renewable Resources and Consumers that consume these resources, and this may create Tied Results as a follow-up effect.

Can Instantiate

Closed Economies, Irreversible Events

with Capture

Higher-Level Closures as Gameplay Progresses

with Energy

Ability Losses

with Experimenting

Stimulated Planning

with Hands

Limited Gameplay Time, Predictable Consequences

Relations

Can Instantiate

Closed Economies, Irreversible Events

with Capture

Higher-Level Closures as Gameplay Progresses

with Consumers

Complete Resource Depletion

with Energy

Ability Losses

with Experimenting

Stimulated Planning

with Hands

Limited Gameplay Time, Predictable Consequences

Can Modulate

Capture, Companions, Fudged Results, Handicaps, Lives, Mules, Player Balance, Randomness, Resources, Transfer of Control, Units, Varied Gameplay

Can Be Instantiated By

Cards

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

-