Difference between revisions of "Pattern Library"

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'''[[Dynamic Engine]]'''
 
'''[[Dynamic Engine]]'''
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''A source produces an adjustable flow of resources. Players can invest resources to improve the flow.''
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Use a dynamic engine when you want to introduce a trade-off between long term investment and short-term gains.
  
 
'''[[Converter Engine]]'''
 
'''[[Converter Engine]]'''

Revision as of 10:14, 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

A source produces an adjustable flow of resources. Players can invest resources to improve the flow.

Use a dynamic engine when you want to introduce a trade-off between long term investment and short-term gains.

Converter Engine

Engine Building

Friction

Other Patterns (no categories yet)