Difference between revisions of "Resource Locations"

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(Examples)
(Consequences)
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[Resource Locations]] are [[Resource Sources]] and quite often [[Strategic Locations]]. If where they exist are already known or public information, the knowledge (or suspicion) of their existence gives rise to [[Game World Exploration]]. Making most efficient use of them can signify
[[Exploitation]],
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that gameplay is in [[Exploitation]] phases.
[[Game World Exploration]],
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[[Resource Sources]],  
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[[Strategic Locations]]
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== Relations ==
 
== Relations ==

Revision as of 09:27, 29 July 2015

Places in game world that contain resources.

Resource Locations are simply places in game worlds where resource that are useful to players can be found.

Examples

The levels in Pac-Man have specific Resource Locations for the "power pellets". Certain spaces in the Civilization series have valuable resources in them. For the Europa Universalis series, all provinces have resources but different ones.

The levels in the Doom, Half-Life, Tomb Raider, and Quake series all have places where players can find ammunition, first aid kits, and other items that help players in gameplay challenges.

Using the pattern

Can Be Instantiated By

Bases, Chargers, Environmental Storytelling, Game Items, Installations, Pick-Ups, Tiles, Tools, Vehicles

Controllers together with Resource Generators

Can Be Modulated By

Diegetically Outstanding Features, Traces

Can Modulate

Area Control, Gain Ownership, Inaccessible Areas, Territories

Diegetic Aspects

Consequences

Resource Locations are Resource Sources and quite often Strategic Locations. If where they exist are already known or public information, the knowledge (or suspicion) of their existence gives rise to Game World Exploration. Making most efficient use of them can signify that gameplay is in Exploitation phases.

Relations

Can Instantiate

Exploitation, Game World Exploration, Resource Sources, Strategic Locations

Can Modulate

Area Control, Gain Ownership, Inaccessible Areas, Territories

Can Be Instantiated By

Bases, Chargers, Environmental Storytelling, Game Items, Installations, Pick-Ups, Tiles, Tools, Vehicles

Controllers together with Resource Generators

Can Be Modulated By

Diegetically Outstanding Features, Traces

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Resource Locations 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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