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 === | ||
[[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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with Consumers
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
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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