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

Relations

Irreversible Events Randomness Mules Stimulated Planning Experimenting Fudged Results

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, Lives, Player Balance, 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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