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  • ...sses]] if the [[Energy]] used is a [[Non-Renewable Resources|Non-Renewable Resource]]. Other common causes for [[Ability Losses]], which can be seen as specif [[Energy]] together with [[Non-Renewable Resources]]
    11 KB (1,515 words) - 16:27, 30 July 2016
  • .... The main design choices when introducing it consists of what [[Resources|Resource]] to add, although [[Money]] may be the most natural unless the actions alr [[No-Use Bonus]] introduces a way for [[Resources]] to be [[Renewable Resources]] in a game. It also rebalances the value of the possible options
    3 KB (395 words) - 11:15, 4 August 2011
  • ...]]. In the latter case, they function as both [[Resource Locations]] and [[Resource Generators]] but do typically not produce any [[Resources]] unless players ...e unit spent in its effect area (typically a replenishing of a [[Resources|Resource]]), staying on them require [[Trade-Offs]] for players between this and oth
    4 KB (601 words) - 08:05, 17 June 2022
  • ...tickets" left, making the numbers of [[Lives]] a [[Shared Resources|Shared Resource]]. Examples of ways [[Lives]] are replenished include reaching certain [[Sc [[Non-Renewable Resources]],
    8 KB (1,237 words) - 11:31, 18 October 2022
  • ...portant design decision. This since it can regulate how common or scarce [[Renewable Resources]] are, how easy it is to reach [[Grind Achievements]], or how [[C ...rces]]. An exception is when the actual [[Spawning]] uses up a [[Resources|Resource]], as for example how "ticks" are used in the [[Battlefield series]] when p
    10 KB (1,398 words) - 09:21, 21 September 2016
  • ...y an [[Attributes|Attribute]] which sometimes can be used as a [[Resources|Resource]], so designing games to make use of [[Health]] to a large extent consist o ...Resources|Renewable Resource]] and a [[Regenerating Resources|Regenerating Resource]] if this happens automatically. [[Chargers]] are [[Environmental Effects]]
    10 KB (1,382 words) - 10:13, 5 September 2015
  • ...t only as storages of possible actions for players but also as their money resource. Players draw new [[Hands]] for each turn in [[RoboRally]], [[Dominion]], [ ...ements that shrinks as gameplay progresses makes these elements into [[Non-Renewable Resources]] while keeping [[Hands|Hand]] sizes constant or letting them flu
    8 KB (1,142 words) - 12:04, 20 March 2018
  • [[Category:Resource Patterns]] ...a series]] is an example of computer games with complex use of [[Resources|Resource]] refinement. For example, producing tank unit requires several resources (
    19 KB (2,668 words) - 13:27, 1 April 2022
  • [[Category:Resource Patterns]] ...Resources]] is introduced in games as a way of making [[Resources]] into [[Renewable Resources]] but only require time to pass for this to happen. They can be n
    8 KB (1,060 words) - 13:23, 1 April 2022
  • ...transformed, and consumed as part of player actions or game events. [[Non-Renewable Resources]] are a subcategory of resources characterized by not being creat ...have abilities which can only be used once, and thereby function as [[Non-Renewable Resources]]. [[Freedom: The Underground Railroad]] work the same way but wi
    7 KB (1,020 words) - 10:13, 26 August 2021
  • ...ther factors such as being constructed or reproduced. Such resources are [[Renewable Resources]]. ...-playing game [[Dungeons & Dragons]] let all players have powers which are renewable in the sense that they can be used once per encounter or once per day (ther
    6 KB (804 words) - 17:31, 15 July 2016
  • ''The temporary or permanent absence of a type of resource in a game.'' ...been consumed so none are available to players they experience [[Complete Resource Depletion]].
    3 KB (362 words) - 05:47, 5 September 2015
  • ...s have to be countered by positive consequences of using the [[Tools]]). [[Renewable Resources]] whose production rate depends on how much of the [[Resources]] [[Renewable Resources]],
    9 KB (1,208 words) - 10:55, 18 March 2018
  • ...h other, i.e. [[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Resource Distribution]], and [[Asymmetric Starting Conditions]]. Many patterns relat ...ance]] are based on [[Symmetry]], with [[Symmetric Goals]] and [[Symmetric Resource Distribution]] as examples of more specific patterns. However, these don't
    16 KB (2,264 words) - 09:09, 8 April 2022
  • ...turn to each players, but by having dedicated [[Resources]] that are [[Non-Renewable Resources]] on can have global [[Action Caps]] on how much [[Bidding]] can ...layers will bid. It is a [[Competition]] among players, most typically a [[Resource Competition]], where winning bids provide [[Rewards]] that typically are [[
    13 KB (2,025 words) - 12:22, 26 August 2021
  • ...[[Equipment]], [[Game Items]], [[MacGuffins]], [[Pick-Ups]], [[Props]], [[Resource Locations]], [[Tools]], [[Transferable Items]], [[Units]], and [[Vehicles]] ...me game object or game area. The existence of [[Renewable Resources]] or [[Resource Generators]] related to [[Gain Ownership]] objectives can make these easier
    12 KB (1,755 words) - 08:58, 8 March 2023

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