Game Mechanics, Advanced Game Design
(E.Adams - J.Dormans )
Tangible Resources - Have a location or physical property within the game (Moved or Harvested)
Intangible Resource - Do not exist in a location or have a physical property (Numbers or bars indicate)
Abstract Resources - Intangible
Concrete Resources - Tangible
Some resources can appear to be abstract when they are in fact concrete (Experience, Happiness, Reputation in RPG's) - Appear intangible but are tangible
Entities - Stores resources (like a variable), Stores a specific amount of the resource E.g Time
Simple entities - one value (Wood, iron, gold)
Compound entities - group of related simple entities (Units with health, damage, defence etc)
Four Economic Functions
Some resources can appear to be abstract when they are in fact concrete (Experience, Happiness, Reputation in RPG's) - Appear intangible but are tangible
Entities - Stores resources (like a variable), Stores a specific amount of the resource E.g Time
Simple entities - one value (Wood, iron, gold)
Compound entities - group of related simple entities (Units with health, damage, defence etc)
Four Economic Functions
- Sources
- Create new resources out of nothing
- At a certain time, or upon certain conditions, a source will generate a new resource
- Triggered or continuous
- Switched on and off
- Proportional to other entities
- Drains
- Opposite of sources
- Take resources out
- Proportional to other entities
- Does not go anywhere or turn into anything else (e.g Ammo)
- Converters
- Turn resources of one kind into another.
- Harvesting (Tangible to Intangible)
- Possible increase or decrease of conversion E.g Upgrades, De-buffs)
- Traders
- Move a resource from one entity to another
- Trades the values over but does not destroy either of them