Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
en:patterns:competition_for_limited_resources [2015/12/18 07:56]
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.
  
-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. ​If the resources are spread in physical space, players might try to physically [[en:​patterns:​obstruction|obstruct]] their opponents from accessing a resource.+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.
  
-Limited ​resources ​might be the available points in a system of [[en:​patterns:​score|scoring]] or some [[en:​patterns:​digital_object|digital objects]]. ​+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.
  
 **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. **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=== ===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 === === Related patterns ===
 +[[en:​patterns:​collecting|collecting]] ​
 +
 [[en:​patterns:​competition|competition]] [[en:​patterns:​competition|competition]]
 +
 +[[en:​patterns:​digital_object|digital object]]
 + 
 +[[en:​patterns:​ending_condition|ending condition]]
 +
 ---- ----
 === Related heuristics === === Related heuristics ===
Line 24: Line 34:
  
 {{tag>​interaction_between_players}} {{tag>​interaction_between_players}}
 +{{tag>​multiplayer}}
 +
 +----
 +===Backlinks===
 +{{backlinks>​.}}