Difference between revisions of "Renewable Resources"

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== Using the pattern ==
 
== Using the pattern ==
[[Renewable Resources]] is used to ensure that [[Resources]] are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which [[Resources]] should be renewable and under what conditions they renew. Specific ways of making [[Resources]] renewable include having [[Chargers]], [[Pick-Ups]], [[Producers]], [[Spawning]], and [[Controllers]] together with [[Resource Generators]]. While all these related to specific points in [[Game Worlds]], [[Renewable Resources]] can also be achieved in more abstract ways through [[Game Element Insertion]], [[No-Use Bonus]], or [[Regenerating Resources]]. Designed [[Closed Economies]] by definition renew [[Resources]], at least as long as differences are made between different states of more abstract [[Resources]] or if some states of [[Resources]] are seen as locked or hidden. They are often necessary in [[Persistent Game Worlds]] to avoid complete depletion or the [[Resources]] being hoarded in specific places or states. Quite obviously, [[Renewable Resources]] isn't compatible with [[Non-Renewable Resources]].  
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[[Renewable Resources]] is used to ensure that [[Resources]] are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which [[Resources]] should be renewable and under what conditions they renew. Specific ways of making [[Resources]] renewable include having [[Chargers]], [[Pick-Ups]], [[Producers]], [[Spawning]], and [[Controllers]] together with [[Resource Generators]]. While all these related to specific points in [[Game Worlds]], [[Renewable Resources]] can also be achieved in more abstract ways through [[Game Element Insertion]], [[No-Use Bonus]], or [[Regenerating Resources]]. Designed [[Closed Economies]] by definition renew [[Resources]], at least as long as differences are made between different states of more abstract [[Resources]] through [[Converters]] or if some states of [[Resources]] are seen as locked or hidden. The later can be achieved through having [[Ownership]] of the sources of renewal and give rise to [[Gain Ownership]] goals if [[Transfer of Control]] is possible. [[Ownership]] can of course also be used in designs that do not have [[Closed Economies]] as well. [[Renewable Resources]] are often necessary in [[Persistent Game Worlds]] to avoid complete depletion or the [[Resources]] being hoarded in specific places or states. Quite obviously, [[Renewable Resources]] isn't compatible with [[Non-Renewable Resources]].  
  
Typical examples of [[Resources]] that can be renewed include [[Budgeted Action Points]], [[Extra Chances]], [[Health]], [[Lives]], and [[Units]].  
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Typical examples of [[Resources]] that can be renewed include [[Budgeted Action Points]], [[Extra Chances]], [[Health]], [[Lives]], and [[Units]]. When [[Renewable Resources]] are renewed automatically this is practically an example of applying a [[Time Limits|Time Limit]]. When renewing them are instead actions, being able to do so can be [[Privileged Abilities]] for [[Characters]]. [[Renewable Resources]] can by affected by [[Resource Caps]] to create maximum amount of [[Resources]] available to individual players or to the game state as a whole. Another, and compatible option, is to use [[Diminishing Returns]] so that the [[Resources]] replenish slower if there are many of them.
 
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=== Can Modulate ===
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[[Gain Ownership]],
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[[Transfer of Control]],
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=== Can Be Modulated By ===
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[[Converters]],
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[[Ownership]],
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When [[Renewable Resources]] are renewed automatically this is practically an example of applying a [[Time Limits|Time Limit]]. When renewing them are instead actions, being able to do so can be [[Privileged Abilities]] for [[Characters]]. [[Renewable Resources]] can by affected by [[Resource Caps]] to create maximum amount of [[Resources]] available to individual players or to the game state as a whole. Another, and compatible option, is to use [[Diminishing Returns]] so that the [[Resources]] replenish slower if there are many of them.
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== Consequences ==
 
== Consequences ==

Revision as of 11:50, 20 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

Renewable Resources is used to ensure that Resources are continuously introduced into game instances, although this characteristic may be disrupted by players. Designing for their presence in games mainly consist of deciding which Resources should be renewable and under what conditions they renew. Specific ways of making Resources renewable include having Chargers, Pick-Ups, Producers, Spawning, and Controllers together with Resource Generators. While all these related to specific points in Game Worlds, Renewable Resources can also be achieved in more abstract ways through Game Element Insertion, No-Use Bonus, or Regenerating Resources. Designed Closed Economies by definition renew Resources, at least as long as differences are made between different states of more abstract Resources through Converters or if some states of Resources are seen as locked or hidden. The later can be achieved through having Ownership of the sources of renewal and give rise to Gain Ownership goals if Transfer of Control is possible. Ownership can of course also be used in designs that do not have Closed Economies as well. Renewable Resources are often necessary in Persistent Game Worlds to avoid complete depletion or the Resources being hoarded in specific places or states. Quite obviously, Renewable Resources isn't compatible with Non-Renewable Resources.

Typical examples of Resources that can be renewed include Budgeted Action Points, Extra Chances, Health, Lives, and Units. When Renewable Resources are renewed automatically this is practically an example of applying a Time Limit. When renewing them are instead actions, being able to do so can be Privileged Abilities for Characters. Renewable Resources can by affected by Resource Caps to create maximum amount of Resources available to individual players or to the game state as a whole. Another, and compatible option, is to use Diminishing Returns so that the Resources replenish slower if there are many of them.

Consequences

Renewable Resources can make the number of usable Resources greater over a game instance than what is available at a specific point of time due to Limited Resources or Resource Caps. 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. The presence of Renewable Resources affects the usefulness of Mules since without them the Mules can most likely only be effective for short periods of time.

Relations

Can Instantiate

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

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