Regenerating Resources

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Giantbomb has entries for the more specialized concepts "Regenerating Ammo"[1], "Regenerating Health"[2], and "Shield Regeneration"[3]. Similarly, TV Tropes has entries for "Regenerating Health"[4], "Regenerating Mana"[5], and "Regenerating Shield"[6].

Examples

Board Games that let players place "workers" to take actions, e.g. Agricola, Dominant Species and Lords of Waterdeep, only provide players with a limited number of actions they can do every round. However, since players get these workers back at the end of the round they are a form of Regenerating Resources.

Roguelikes, i.e. games such as Angband, Rogue and the Diablo series, lets the health and mana of players' character replenish over times. Computer-based Roleplaying Games such as Arcanum: Of Steamworks and Magick Obscura, the Fallout series and the Mass Effect series have similar ways of letting character heal over time.

Regenerating health has become more and more common in FPS Games. Spec Ops: The Line, Wolfenstein: New World Order, and the Battlefield, Call of Duty, Just Cause, and Halo series to mention a few, have varying mechanisms for this although for some of the game series this has been introduced later. The Halo series also have a similar system for regenerating force shields (and had this before it had health regeneration). Other Computer Games with similar system include World of Warcraft and later versions in the Deus Ex, Metal Gear Sold, Metroid, and Tomb Raider series. FTL: Faster Than Light has Regenerating Resources in the form of power shields that grow stronger by time after being hit. The largest units in Warhammer 40K, e.g. Imperial Titans or Ork Gargants, also have power shields that have a certain likelihood to regain their strength each turn after being overloaded.

Using the pattern

Can Be Modulated By

Resource Caps

Potentially Conflicting With

Limited Resources, Non-Renewable Resources

Can Modulate

Ammunition, Budgeted Action Points, Energy, Health, Persistent Game Worlds, Resources

Diegetic Aspects

Interface Aspects

Narration Aspects

Thematic Consistency

Consequences

Can Instantiate

Renewable Resources

with Persistent Game Worlds

Encouraged Return Visits

(special case)

with Budgeted Action Points and Persistent Game Worlds

Encouraged Return Visits

Can Modulate

Ammunition, Budgeted Action Points, Energy, Health, Persistent Game Worlds, Resources

Limited Resources when used with Resource Caps

Can Be Modulated By

Resource Caps

Potentially Conflicting With

Limited Resources, Non-Renewable Resources

Relations

Game Element Insertion Closed Economies Faucet/Sink Faucet/Drain

Can Instantiate

Renewable Resources

with Persistent Game Worlds

Encouraged Return Visits

(special case)

with Budgeted Action Points and Persistent Game Worlds

Encouraged Return Visits

Can Modulate

Ammunition, Budgeted Action Points, Energy, Health, Persistent Game Worlds, Resources

Limited Resources when used with Resource Caps

Can Be Instantiated By

-

Can Be Modulated By

Resource Caps

Possible Closure Effects

-

Potentially Conflicting With

Limited Resources, Non-Renewable Resources, Thematic Consistency

History

New pattern created in this wiki.

References

  1. Entry for "Regenerating Ammo" at GiantBomb.
  2. Entry for "Regenerating Health" at GiantBomb.
  3. Entry for "Shield Regeneration" at GiantBomb.
  4. Entry for "Regenerating Health" at TV Tropes.
  5. Entry for "Regenerating Mana" at TV Tropes.
  6. Entry for "Regenerating Shield" at TV Tropes.

Acknowledgements

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