Difference between revisions of "Pattern Library"

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== Engines ==
 
== Engines ==
[[Static Engine]]
+
'''[[Static Engine]]'''
  
 
Produce a steady flow of resources over time for players to consume or to collect while playing the game.
 
Produce a steady flow of resources over time for players to consume or to collect while playing the game.
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Use a static engine when you want to limit players' actions without complicating the design. A static engine forces players to think how they are going to spend their resources without much need for long-term planning.  
 
Use a static engine when you want to limit players' actions without complicating the design. A static engine forces players to think how they are going to spend their resources without much need for long-term planning.  
  
[[Dynamic Engine]]
+
'''[[Dynamic Engine]]'''
[[Converter Engine]]
+
 
[[Engine Building]]
+
'''[[Converter Engine]]'''
 +
 
 +
'''[[Engine Building]]'''
  
 
== Friction ==
 
== Friction ==

Revision as of 09:59, 9 September 2011

Machinations diagrams are a good vehicle to capture and reason about recurrent patterns in the internal economy of games. Below you can find an overview of 13 patterns that have been documented thus far:

Engines

Static Engine

Produce a steady flow of resources over time for players to consume or to collect while playing the game.

Use a static engine when you want to limit players' actions without complicating the design. A static engine forces players to think how they are going to spend their resources without much need for long-term planning.

Dynamic Engine

Converter Engine

Engine Building

Friction

Other Patterns (no categories yet)