Renewable Resources

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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 Units Mules Characters 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

Instantiates: Hierarchy of Goals, Resource Management, Reconnaissance, Privileged Abilities, Tradeoffs

Modulates: Damage, Units, Limited Resources, Transfer of Control, Gain Ownership, Characters

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

Closed Economies, Producers, Resource Generators

Can Be Modulated By

Asymmetric Resource Distribution, Converters, Diminishing Returns, Ownership

Possible Closure Effects

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Potentially Conflicting With

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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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