Non-Renewable Resources

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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

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.

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

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