====== Competition for limited 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. 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. 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. 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 === [[en:heuristics:heuristics#2.9]] [[en:heuristics:heuristics#3.7]] [[en:heuristics:heuristics#5.3]] {{tag>interaction_between_players}} {{tag>multiplayer}} ---- ===Backlinks=== {{backlinks>.}}