Non-Renewable Resources: Difference between revisions

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== Relations ==
== Relations ==
[[Irreversible Events]]
[[Randomness]]
[[Higher-Level Closures as Gameplay Progresses]]
[[Mules]]
[[Stimulated Planning]]
[[Experimenting]]
[[Fudged Results]]
[[Companions]]
[[Handicap Systems]]
[[Capture]]
[[Persistent Game Worlds]]
[[Vehicles]]
[[Predictable Consequences]]
[[Lives]]
[[Cards]]
[[Hands]]
[[Puzzle Solving]]
[[Resources]]
[[Regenerating Resources]]
Instantiates: [[Closed Economies]], [[Decreased Abilities]], [[Limited Resources]], [[Tied Results]]
Modulates: [[Units]], [[Player Balance]], [[Transfer of Control,]] [[Handicaps]], [[Varied Gameplay]]
Modulated by: [[Transfer of Control]], [[Ownership]]


=== Can Instantiate ===
=== Can Instantiate ===
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=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
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[[Renewable Resources]]


== History ==
== History ==

Revision as of 11:16, 7 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

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Irreversible Events Randomness Higher-Level Closures as Gameplay Progresses Mules Stimulated Planning Experimenting Fudged Results Companions Handicap Systems Capture Persistent Game Worlds Vehicles Predictable Consequences Lives Cards Hands Puzzle Solving Resources Regenerating Resources

Instantiates: Closed Economies, Decreased Abilities, Limited Resources, Tied Results

Modulates: Units, Player Balance, Transfer of Control, Handicaps, Varied Gameplay

Modulated by: Transfer of Control, Ownership

Can Instantiate

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Complete Resource Depletion

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Renewable Resources

History

An updated version of the pattern Non-Renewable 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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