Difference between revisions of "Shared Resources"

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[[Category:Resource Patterns]]
 
[[Category:Resource Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
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[[Category:Mechanical Patterns]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
 
[[Category:Needs references]]
 
[[Category:Needs references]]
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
 
[[Category:To be Published]]
 
[[Category:To be Published]]
[[Category:Staffan's current workpage]]
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''Resources which several players have access to during a game instance, either continuously or at varying times.''
''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Resources are a common component of game designs, and used by players to perform various actions. Resources that are available to several different players – either with or without the players consent to this – are [[Shared Resources]].  
  
 
=== Examples ===
 
=== Examples ===
 
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In the board game [[Space Alert]], the energy used to power shields and lasers come from a common source, making it a [[Shared Resources|Shared Resource]]. In team-based [[:Category:FPS Games|FPS Games]] such as the [[Left 4 Dead series]] or [[Battlefield series]] the players in each team need to shared ammunition and health kits (in the former game) and vehicles (in the later game).
==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
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[[Shared Resources]] are introduced to make players have to deal with the complexity of having [[Resources]] that other players also can manipulate. This rather obviously changes perceptions of [[Ownership]] of said resources, but can also heavily influence the [[Social Interaction]] and [[Social Organizations]] present in a game. They can also affect or create [[Alliances]] and [[Mutual Goals]] when players can agree on trying to use the [[Shared Resources]] in a controlled way together. Examples of [[Shared Resources]] includes [[Lives]] or [[Extra Chances]] which whole [[Teams]] shares, as are the elements placed in common bags as part of [[Bag Building]]. [[Mutual Goals]] can also be used to modulate [[Shared Resources]] by simply given such goals to the players that have the [[Shared Resources]].
  
=== Diegetic Aspects ===
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[[Penalties]] and [[Rewards]] can be modified by [[Shared Resources]] by having their effects apply on these. Perhaps more naturally they can be the target of both [[Shared Penalties]] and [[Shared Rewards]].
  
=== Interface Aspects ===
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== Consequences ==
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[[Shared Resources]] can lead to [[Competition]] in the form of [[Resource Competition]], and thereby [[Tension]]. It can also lead to [[Negotiation]] and [[Social Interaction]] focused upon those [[Shared Resources]], and when this occurs may spread to players taking on different [[Social Roles]] related to the [[Resources]] or putting them in situations of [[Social Dilemmas]]. Such [[Social Dilemmas]] are even more common in games where players not only have [[Shared Resources]] but also need to engage in [[Cooperation]], and this may further increase [[Tension]] since players may have [[Inherent Mistrust]] of each other.
  
=== Narration Aspects ===
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That others can use [[Shared Resources]] can effectively make [[Time Limits]] exist on how long players have access to these [[Resources]]. The presence of [[Shared Resources]] also make the players with access to them have [[Symmetric Resource Distribution]] regarding those [[Resources]].
 
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== Consequences ==
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== Relations ==
 
== Relations ==
Instantiates: Social Interaction, Exploration, Negotiation, Competition, Race, Symmetric Resource Distribution
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=== Can Instantiate ===
 
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[[Competition]],  
Modulates: Ownership, Penalties, Social Interaction, Social Organizations, Alliances,  
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[[Negotiation]],  
 
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[[Resource Competition]],  
Modulated by: Strategic Knowledge
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[[Social Dilemmas]],  
 
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[[Social Interaction]],  
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[[Social Roles]],  
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[[Symmetric Resource Distribution]],  
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[[Tension]],
 
[[Time Limits]]
 
[[Time Limits]]
[[Cooperation]]
 
[[Tension]]
 
[[Extra Chances]]
 
[[Social Dilemmas]]
 
[[Lives]]
 
[[Social Roles]]
 
[[Resources]]
 
[[Bag Building]]
 
[[Teams]]
 
[[Mutual Goals]]
 
  
=== Can Instantiate ===
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==== with [[Cooperation]] ====
-
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[[Inherent Mistrust]], [[Social Dilemmas]], [[Tension]]
 
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==== with ... ====
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=== Can Modulate ===
 
=== Can Modulate ===
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[[Alliances]],
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[[Bag Building]],
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[[Lives]],
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[[Ownership]],
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[[Penalties]],
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[[Resources]],
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[[Rewards]],
 
[[Shared Penalties]],  
 
[[Shared Penalties]],  
 
[[Shared Rewards]]
 
[[Shared Rewards]]
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[[Social Interaction]],
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[[Social Organizations]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
-
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[[Extra Chances]] together with [[Teams]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
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[[Mutual Goals]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Latest revision as of 13:19, 1 April 2022

Resources which several players have access to during a game instance, either continuously or at varying times.

Resources are a common component of game designs, and used by players to perform various actions. Resources that are available to several different players – either with or without the players consent to this – are Shared Resources.

Examples

In the board game Space Alert, the energy used to power shields and lasers come from a common source, making it a Shared Resource. In team-based FPS Games such as the Left 4 Dead series or Battlefield series the players in each team need to shared ammunition and health kits (in the former game) and vehicles (in the later game).

Using the pattern

Shared Resources are introduced to make players have to deal with the complexity of having Resources that other players also can manipulate. This rather obviously changes perceptions of Ownership of said resources, but can also heavily influence the Social Interaction and Social Organizations present in a game. They can also affect or create Alliances and Mutual Goals when players can agree on trying to use the Shared Resources in a controlled way together. Examples of Shared Resources includes Lives or Extra Chances which whole Teams shares, as are the elements placed in common bags as part of Bag Building. Mutual Goals can also be used to modulate Shared Resources by simply given such goals to the players that have the Shared Resources.

Penalties and Rewards can be modified by Shared Resources by having their effects apply on these. Perhaps more naturally they can be the target of both Shared Penalties and Shared Rewards.

Consequences

Shared Resources can lead to Competition in the form of Resource Competition, and thereby Tension. It can also lead to Negotiation and Social Interaction focused upon those Shared Resources, and when this occurs may spread to players taking on different Social Roles related to the Resources or putting them in situations of Social Dilemmas. Such Social Dilemmas are even more common in games where players not only have Shared Resources but also need to engage in Cooperation, and this may further increase Tension since players may have Inherent Mistrust of each other.

That others can use Shared Resources can effectively make Time Limits exist on how long players have access to these Resources. The presence of Shared Resources also make the players with access to them have Symmetric Resource Distribution regarding those Resources.

Relations

Can Instantiate

Competition, Negotiation, Resource Competition, Social Dilemmas, Social Interaction, Social Roles, Symmetric Resource Distribution, Tension, Time Limits

with Cooperation

Inherent Mistrust, Social Dilemmas, Tension

Can Modulate

Alliances, Bag Building, Lives, Ownership, Penalties, Resources, Rewards, Shared Penalties, Shared Rewards Social Interaction, Social Organizations

Can Be Instantiated By

Extra Chances together with Teams

Can Be Modulated By

Mutual Goals

Possible Closure Effects

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Potentially Conflicting With

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History

An updated version of the pattern Shared 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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