Difference between revisions of "Renewable Resources"

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(Relations)
(Relations)
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[[Regenerating Resources]]
 
[[Regenerating Resources]]
 
[[Non-Renewable Resources]]
 
[[Non-Renewable Resources]]
 
Instantiates: [[Hierarchy of Goals]], [[Resource Management]], [[Reconnaissance]], [[Privileged Abilities]], [[Tradeoffs]]
 
 
Modulates:
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Hierarchy of Goals]],
 +
[[Privileged Abilities]],
 +
[[Resource Management]],
 +
[[Tradeoffs]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 12:49, 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

Time Limits Game Element Insertion Mules Extra Chances Social Dilemmas Persistent Game Worlds Free Gift Inventories Resource Caps Environmental Effects Pick-Ups Controllers Budgeted Action Points No-Use Bonus Chargers Lives Player Elimination Spawning Health Resources Regenerating Resources Non-Renewable Resources

Can Instantiate

Hierarchy of Goals, Privileged Abilities, Resource Management, Tradeoffs

Can Modulate

Characters, Gain Ownership, Limited Resources, Transfer of Control, Units

Can Be Instantiated By

Closed Economies, Producers, Resource Generators

Can Be Modulated By

Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern 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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