Difference between revisions of "Resource Locations"

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(Using the pattern)
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Chargers]],
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[[Game Items]] (including the more specific choices of [[Tools]] and [[Vehicles]]) and [[Pick-Ups]] are basic [[Resource Locations]]. [[Chargers]] provide a more abstract case since they affect [[Resources]] of the game elements that come into proximity of them. Stationary [[Resource Generators]] that can be harvested, i.e. provide some [[Controllers|Controller]] functionality, are also [[Resource Locations]]. [[Bases]] and [[Installations]] often contain, produce, or manage [[Resources]] and thereby are [[Resource Locations]] as well.
[[Game Items]] (including the more specific choices of [[Tools]] and [[Vehicles]]) and [[Pick-Ups]] are basic [[Resource Locations]]
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Stationary [[Resource Generators]] that can be harvested, i.e. provide some [[Controllers|Controller]] functionality, are [[Resource Locations]].
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[[Bases]] and [[Installations]] often contain, produce, or manage [[Resources]] and thereby are [[Resource Locations]] as well.
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[[Tiles]],
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[[Tiles]],
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 10:08, 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

Resource Locations are used in games to provide Resource Sources in Game Worlds. Which Resources to place and where to place them are the main design choices in focus when using Resource Locations.


Some games only put Resource Locations in certain areas of the Game Worlds while others, mainly those using Territories, have each discernible gameplay space have its own Resource.

Can Modulate

Area Control, Gain Ownership, Inaccessible Areas,

Can Be Instantiated By

Game Items (including the more specific choices of Tools and Vehicles) and Pick-Ups are basic Resource Locations. Chargers provide a more abstract case since they affect Resources of the game elements that come into proximity of them. Stationary Resource Generators that can be harvested, i.e. provide some Controller functionality, are also Resource Locations. Bases and Installations often contain, produce, or manage Resources and thereby are Resource Locations as well.

Tiles,

Can Be Modulated By

Traces Environmental Storytelling,


Narration Aspects

Besides the Bases,

Diegetic Aspects

While the type of Resources Diegetically Outstanding Features,

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, Game Worlds, Gain Ownership, Inaccessible Areas, Resources, Territories

Can Be Instantiated By

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

Controllers together with Resource Generators

Can Be Modulated By

Diegetically Outstanding Features, Environmental Storytelling, 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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