Difference between revisions of "Renewable Resources"

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[[Non-Renewable Resources]]
 
[[Non-Renewable Resources]]
  
== Consequences ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Hierarchy of Goals]],  
 
[[Hierarchy of Goals]],  
 
[[Privileged Abilities]],  
 
[[Privileged Abilities]],  
[[Resource Management]],
 
[[Social Dilemmas]],
 
[[Tradeoffs]]
 
  
==== with [[Resource Caps]] ====
+
== Consequences ==
[[Encouraged Constant Player Activity]], [[Resource Management]]
+
Figuring out how to much [[Renewable Resources]] can be used without depleting there ability to renew is a form of [[Resource Management]], and can turn into situations where [[Tradeoffs]] need to be made between short-term needs and long-term benefits. [[Renewable Resources]] often gives rise to [[Social Dilemmas]] when several players can make use of them since overuse from any one player can affect all negatively.
 +
 
 +
[[Resource Caps]] on [[Renewable Resources]] can created [[Encouraged Constant Player Activity]] since players need to consume the [[Resources]] to most efficiently make use of them. This in itself is a form of [[Resource Management]].
  
 
== Relations ==
 
== Relations ==

Revision as of 17:53, 19 September 2015

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

This pattern is a still a stub.

Examples

Dungeons & Dragons 4th edition powers once per encounter once per day

Legendary: Encounters Reshuffle draw piles once so weak example

Fury of Dracula - The Dracula player has 5 cards that can be used to evade capture or trigger events. These can't be re-used until the card drops off the trail spaces.

Using the pattern

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

Potentially Conflicting With

Non-Renewable Resources

Can Instantiate

Hierarchy of Goals, Privileged Abilities,

Consequences

Figuring out how to much Renewable Resources can be used without depleting there ability to renew is a form of Resource Management, and can turn into situations where Tradeoffs need to be made between short-term needs and long-term benefits. Renewable Resources often gives rise to Social Dilemmas when several players can make use of them since overuse from any one player can affect all negatively.

Resource Caps on Renewable Resources can created Encouraged Constant Player Activity since players need to consume the Resources to most efficiently make use of them. This in itself is a form of Resource Management.

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

Esther MacCallum-Stewart, Brain McDonald