Renewable Resources

From gdp3
Revision as of 14:08, 8 September 2015 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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

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

Consequences

Can Instantiate

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

with Resource Caps

Encouraged Constant Player Activity, 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