Difference between revisions of "Renewable Resources"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Time Limits]]
 
[[Game Element Insertion]]
 
[[Mules]]
 
[[Extra Chances]]
 
[[Social Dilemmas]]
 
[[Persistent Game Worlds]]
 
[[Free Gift Inventories]]
 
[[Resource Caps]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Hierarchy of Goals]],  
 
[[Hierarchy of Goals]],  
 
[[Privileged Abilities]],  
 
[[Privileged Abilities]],  
 
[[Resource Management]],  
 
[[Resource Management]],  
 +
[[Social Dilemmas]],
 
[[Tradeoffs]]
 
[[Tradeoffs]]
 +
 +
==== with [[Resource Caps]] ====
 +
[[Encouraged Constant Player Activity]], [[Resource Management]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 
[[Budgeted Action Points]],  
 
[[Budgeted Action Points]],  
 
[[Characters]],  
 
[[Characters]],  
 +
[[Extra Chances]],
 
[[Gain Ownership]],  
 
[[Gain Ownership]],  
 
[[Health]],  
 
[[Health]],  
 
[[Limited Resources]],  
 
[[Limited Resources]],  
 
[[Lives]],  
 
[[Lives]],  
 +
[[Mules]],
 +
[[Persistent Game Worlds]],
 
[[Resources]],  
 
[[Resources]],  
 
[[Transfer of Control]],  
 
[[Transfer of Control]],  
Line 58: Line 56:
 
[[Chargers]],  
 
[[Chargers]],  
 
[[Closed Economies]],  
 
[[Closed Economies]],  
 +
[[Game Element Insertion]],
 
[[No-Use Bonus]],  
 
[[No-Use Bonus]],  
 
[[Pick-Ups]],  
 
[[Pick-Ups]],  
Line 70: Line 69:
 
[[Converters]],  
 
[[Converters]],  
 
[[Diminishing Returns]],  
 
[[Diminishing Returns]],  
[[Ownership]]  
+
[[Ownership]],
 +
[[Resource Caps]],
 +
[[Time Limits]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 13:04, 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

Can Instantiate

Hierarchy of Goals, Privileged Abilities, Resource Management, Social Dilemmas, Tradeoffs

with Resource Caps

Encouraged Constant Player Activity, Resource Management

Can Modulate

Budgeted Action Points, Characters, Extra Chances, Gain Ownership, Health, Limited Resources, Lives, Mules, Persistent Game Worlds, Resources, Transfer of Control, Units

Can Be Instantiated By

Chargers, Closed Economies, Game Element Insertion, No-Use Bonus, Pick-Ups, Producers, Regenerating Resources, Spawning

Controllers together with Resource Generators

Can Be Modulated By

Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership, Resource Caps, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

Non-Renewable Resources

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

-