Difference between revisions of "Non-Renewable Resources"

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(Relations)
(Relations)
Line 50: Line 50:
  
 
Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]]
 
Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]]
 
Modulates: [[Units]],
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Player Balance]],  
 
[[Player Balance]],  
 
[[Transfer of Control]],   
 
[[Transfer of Control]],   
 +
[[Units]],
 
[[Varied Gameplay]]
 
[[Varied Gameplay]]
  

Revision as of 11:20, 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

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

-