Shared Resources: Difference between revisions
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== Relations == | == Relations == | ||
Instantiates: Social Interaction, Exploration, Negotiation, Competition, Race, Symmetric Resource Distribution | |||
Modulates: Ownership, Penalties, Social Interaction, Social Organizations, Alliances, [[Shared Penalties]], [[Shared Rewards]] | |||
Modulated by: Strategic Knowledge | |||
[[Time Limits]] | |||
[[Cooperation]] | |||
[[Tension]] | |||
[[Extra Chances]] | |||
[[Social Dilemmas]] | |||
[[Lives]] | |||
[[Social Roles]] | |||
[[Resources]] | |||
[[Bag Building]] | |||
[[Teams]] | |||
[[Mutual Goals]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 20:26, 6 August 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
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Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Social Interaction, Exploration, Negotiation, Competition, Race, Symmetric Resource Distribution
Modulates: Ownership, Penalties, Social Interaction, Social Organizations, Alliances, Shared Penalties, Shared Rewards
Modulated by: Strategic Knowledge
Time Limits Cooperation Tension Extra Chances Social Dilemmas Lives Social Roles Resources Bag Building Teams Mutual Goals
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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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<ref name="Bjork & Holopainen 2004"/>.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
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