Non-Localized Resources: Difference between revisions

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[[Non-Localized Resources]] exists in two variants, strong or weak. In the strong variant, all instances of the [[Resources]] are non-localized while in the weak only some instances - typically those acquired by players - are non-localized.  
[[Non-Localized Resources]] exists in two variants, strong or weak. In the strong variant, all instances of the [[Resources]] are non-localized while in the weak only some instances - typically those acquired by players - are non-localized.  


Typical examples of [[Resources]] that are candidates to be used as [[Non-Localized Resources]] include [[Ammunition]], [[Health]], [[Lives]], [[Money]], and [[Scores]].


=== Can Modulate ===
[[Inventories]]


=== Diegetic Aspects ===
=== Can Be Modulated By ===
 
[[Pick-Ups]]
=== Interface Aspects ===
 
=== Narration Aspects ===


== Consequences ==
== Consequences ==
As its name indicates, [[Non-Localized Resources]] are [[Resources]].


== Relations ==
== Relations ==

Revision as of 13:56, 5 September 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Anti-Examples

optional

Using the pattern

Non-Localized Resources exists in two variants, strong or weak. In the strong variant, all instances of the Resources are non-localized while in the weak only some instances - typically those acquired by players - are non-localized.

Typical examples of Resources that are candidates to be used as Non-Localized Resources include Ammunition, Health, Lives, Money, and Scores.

Can Modulate

Inventories

Can Be Modulated By

Pick-Ups

Consequences

As its name indicates, Non-Localized Resources are Resources.

Relations

Can Instantiate

Resources

Can Modulate

Inventories

Can Be Instantiated By

Ammunition, Health, Lives, Money, Scores

Can Be Modulated By

Pick-Ups

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

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Acknowledgements

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