Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
en:patterns:competition_for_limited_resources [2015/12/18 07:05] chris |
en:patterns:competition_for_limited_resources [2021/05/30 11:44] (current) |
||
---|---|---|---|
Line 2: | Line 2: | ||
Players compete for resources. | Players compete for resources. | ||
- | Δημιουργία πίεσης μέσω του περιορισμού κάποιων πόρων. Το μοτίβο των περιορισμένων πόντων εστιάζει τον [[en:patterns:competition|ανταγωνισμό]] των παιχτών και προκαλεί την ανάδυση [[en:patterns:strategy|στρατηγικών συμπεριφορών]]. Σε ομαδικά παιχνίδια μπορεί να οδηγήσει σε μοτίβα [[en:patterns:obstruction|φυσικής obstructionς]], αν οι πόροι είναι διασπαρμένοι στο [[en:patterns:χωρική δομή|φυσικό χώρο]] | + | Instead of direct [[en:patterns:competition|competition]] as for example in a race, **competition for limited resources** creates pressure over a sparse resource. **Competition for limited resources** lets [[en:patterns:strategy|strategic behaviours]] emerge. For example, if the resources are spread in a area, players might try to prevent their opponents from accessing a resource by physically [[en:patterns:obstruction|obstructing]] them. |
- | Οι πόροι μπορεί να είναι πόντοι σε ένα σύστημα [[en:patterns:score|score]] ή κάποιας μορφής [[en:patterns:ψηφιακό_αντικείμενο|digital objects]]. Μπορεί να συνδυαστεί με μοτίβα [[en:patterns:economic_transactions|οικονομικής φύσης]], όπως ανταλλαγές ή εμπόριο. | + | Examples of limited resources are the available points in a system of [[en:patterns:score|scoring]] or some [[en:patterns:digital_object|digital objects]] for which the players need to [[en:patterns:exploring|explore]] the space and [[en:patterns:collecting|collect]] them. |
- | Οι περιορισμένοι πόροι μπορούν να συνδυαστούν με μοτίβα όπως η [[en:patterns:stealing|stealing]], το [[en:patterns:sabotage|sabotage]] | + | |
+ | **Competition for limited resources** can be combined with [[en:patterns:economic_transactions|economic transactions]], e.g. trade or exchanges, or [[en:patterns:stealing|stealing]] or [[en:patterns:sabotage|sabotage]] patterns. | ||
+ | |||
+ | Exhaustion of the resources might also act as an [[en:patterns:ending_condition|ending condition]]. | ||
+ | ---- | ||
+ | ===Example=== | ||
+ | [[en:games:museumscrabble|MuseumScrable]] and its derivatives has players compete of a rather abstract resource, associations between [[en:patterns:real_world_object|real-world objects]] and [[en:patterns:digital_object|digital objects]]. | ||
+ | |||
+ | The same concept is employed in the game [[en:tangling|Tangling]], where players have to [[en:patterns:collecting|collect]] and attach [[en:patterns:digital_object|virtual tags]] to real museum exhibits. | ||
+ | |||
+ | ---- | ||
+ | === Related patterns === | ||
+ | [[en:patterns:collecting|collecting]] | ||
+ | |||
+ | [[en:patterns:competition|competition]] | ||
+ | |||
+ | [[en:patterns:digital_object|digital object]] | ||
+ | |||
+ | [[en:patterns:ending_condition|ending condition]] | ||
+ | |||
+ | ---- | ||
=== Related heuristics === | === Related heuristics === | ||
[[en:heuristics:heuristics#2.9]] | [[en:heuristics:heuristics#2.9]] | ||
+ | |||
[[en:heuristics:heuristics#3.7]] | [[en:heuristics:heuristics#3.7]] | ||
+ | |||
[[en:heuristics:heuristics#5.3]] | [[en:heuristics:heuristics#5.3]] | ||
{{tag>interaction_between_players}} | {{tag>interaction_between_players}} | ||
+ | {{tag>multiplayer}} | ||
+ | |||
+ | ---- | ||
+ | ===Backlinks=== | ||
+ | {{backlinks>.}} |