History Main / ResourcesManagementGameplay

30th Oct '16 10:13:12 AM ZemplinTemplar
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* ''VideoGame/UnrealWorld'' is an open-world roguelike set in a land based on prehistoric, Iron Age Finland. The primary goal is to simply survive throughout the calendar year, and one can go about it in numerous ways. The game is strongly management-focused, with the player regularly needing to eat, drink, rest and sleep, avoiding overheating, hypothermia and catching diseases. Additionally, every tool and structure needs to be built from gathered resources. Resource gathering itself can often take a while, especially if there's a need for larger quantities of building materials (e.g. for building a log cabin) or rarer, special materials (e.g. quality leather, as a tying/binding implement). Outside of exploring to find new natural resources for everyday life, the player can also barter with {{NPC}}s from established settlements and existing tribes.

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* ''VideoGame/UnrealWorld'' is an open-world roguelike set in a land based on prehistoric, Iron Age Finland. The primary goal is to simply survive throughout the calendar year, and one can go about it in numerous ways. The game is strongly management-focused, with the player regularly needing to eat, drink, rest and sleep, avoiding nad avoid overheating, hypothermia and or catching diseases. Additionally, every tool and structure needs to be built from gathered resources. Resource gathering itself can often take a while, especially if there's a need for larger quantities of building materials (e.g. for building a log cabin) or rarer, special materials (e.g. quality leather, as a tying/binding implement).implement) and certain crops (both wild and agricultural plants follow seasonal cycles, so you can't just pick them whenever you want). Outside of exploring to find new natural resources for everyday life, the player can also barter with {{NPC}}s from established settlements and existing tribes.



* The first two ''VideoGame/IronGrip'' games are a blend of first person shooter and tower defence. In ''Iron Grip Warlord'', your primary resources are "Power" (basically finance, used for building defensive structures) and "Morale" (self-explanatory; the game's progress and outcome depends on lowering the attacking enemy's morale to zero).

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* The first two ''VideoGame/IronGrip'' games are a blend of first person shooter and tower defence. In ''Iron Grip Warlord'', your primary resources are "Power" (basically finance, used for building defensive structures) and "Morale" (self-explanatory; the game's progress and outcome depends on lowering the attacking enemy's morale to zero).zero, while keeping your defenders' morale high).
30th Oct '16 10:02:25 AM ZemplinTemplar
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* In the ''VideoGame/{{Thief}}'' games, while some of your tools are virtually always present and available, you can run out of many items, including [[BoringButPractical regular]] and [[TrickArrow trick arrows]] (the ammo), [[TrickBomb trick explosives]] (used mostly for stunning or stalling opponents) and helpful potions (for increasing health, breath, etc.). Replenishing these items involves either finding spares strewn around the missions themselves, or buying the items anew in secret shops in between missions. Depending on how a mission is structured and what challenges it poses, one often has to adopt his tactics to ration certain ammo and items more carefully than others. Naturally, you can handle a lot of things with just stealth alone, but certain tools are very helpful in getting to places or ensuring you won't be detected as easily (e.g. water arrows for putting our lights, rope arrows for vertical exploration).

to:

* In the ''VideoGame/{{Thief}}'' games, while some of your tools are virtually always present and available, you can run out of many items, including [[BoringButPractical regular]] and [[TrickArrow trick arrows]] (the ammo), [[TrickBomb trick explosives]] (used mostly for stunning or stalling opponents) and helpful potions (for increasing health, breath, etc.). Replenishing these items involves either finding spares strewn around the missions themselves, or buying the items anew in secret shops in between missions. Depending on how a mission is structured and what challenges it poses, one often has to adopt his tactics to ration certain ammo and items more carefully than others. Naturally, you can handle a lot of things with just stealth alone, but certain tools are very helpful in getting to places or ensuring you won't be detected as easily (e.g. water arrows for putting our out lights, rope arrows for vertical exploration).



* ''VideoGame/OperationFlashpoint'' and the ''VideoGame/{{ARMA}}'' series have you managing your and fellow teammate's health, available weaponry and ammunition, available vehicles, etc., in their campaigns.

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* ''VideoGame/OperationFlashpoint'' and the ''VideoGame/{{ARMA}}'' series have you managing your and fellow teammate's teammates' health, available weaponry and ammunition, available vehicles, etc., in their campaigns.
17th Oct '16 2:21:12 PM ZemplinTemplar
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* The Arctic setting of ''[[{{VideoGame/Cryostasis}} Cryostasis: Sleep of Reason]]'' has the player character keeping warm as a central survival mechanic. It's similar to managing one's health in other horror games. The mechanic has the player searching for any useful sources of heat aboard the game's abandoned icebreaker, and using them to fend off the omnipresent frost. Another resource to manage is ammo, which is relatively scarce, especially some particular types.
12th Oct '16 6:30:19 AM ZemplinTemplar
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* ''VideoGame/ThisWarOfMine'' puts you in the role of an ordinary civilian trying to survive in a besieged city during a devastating modern war (the setting is inspired by the siege of Sarajevo during the [[UsefulNotes/TheYugoslavWars Bosnian War]]). You have to construct shelters in available surviving buildings, scavenge for edible supplies, fuel, materials needed for repairs, etc. You need to regularly venture outside of your (relatively safe) camp and barter or scavenge for new supplies and resources on your own. The game mechanics involve the specific group of survivors working as a team to keep a steady supply of items needed for daily survival. Though you can come across some lighter weapons and ammunition for potential self-defence, these are hard to come by and scarce.

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* ''VideoGame/ThisWarOfMine'' puts you in the role of an ordinary civilian trying to survive in a besieged city in [[{{Ruritania}} Graznavia]] during a devastating modern war (the setting is inspired by the siege of Sarajevo during the [[UsefulNotes/TheYugoslavWars Bosnian War]]). You have to construct shelters in available surviving buildings, scavenge for edible supplies, fuel, materials needed for repairs, etc. You need to regularly venture outside of your (relatively safe) camp and barter or scavenge for new supplies and resources on your own. The game mechanics involve the specific group of survivors working as a team to keep a steady supply of items needed for daily survival. Though you can come across some lighter weapons and ammunition for potential self-defence, these are hard to come by and scarce.
12th Oct '16 6:29:02 AM ZemplinTemplar
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* ''VideoGame/ThisWarOfMine'' puts you in the role of an ordinary civilian trying to survive in a besieged city during a devastating modern war (the setting is inspired by the siege of Sarajevo during the [[UsefulNotes/TheYugoslavWars Bosnian War]]). You have to construct shelters in available surviving buildings, scavenge for edible supplies, fuel, materials needed for repairs, etc. You need to regularly venture outside of your (relatively safe) camp and barter or scavenge for new supplies and resources on your own. The game mechanics involve the specific group of survivors working as a team to keep a steady supply of items needed for daily survival. Though you can come across some lighter weapons and ammunition for potential self-defence, these are hard to come by and scarce.
11th Oct '16 2:12:53 PM ZemplinTemplar
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* The ''VideoGame/SystemShock'' series offer you a lot of resource management, including food and medical items, ammunition, weapon parts, and most impressively of all, cybernetic implant modules and other software (which you can use to improve your abilities, or for accessing devices and hacking). The initial version of the second game was somewhat infamous for overdoing it with [[BreakableWeapons quickly-weathering firearms]]. Due to all the games' heavily RPG-esque approach and {{cyberpunk}}-based items, they are something of a precussor to the first ''Deus Ex'' game, which built on their ideas.

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* The ''VideoGame/SystemShock'' series offer offers you a lot of resource management, including food and medical items, ammunition, weapon parts, and most impressively of all, cybernetic implant modules and other software (which you can use to improve your abilities, or for accessing devices and hacking). The initial version of the second game was somewhat infamous for overdoing it with [[BreakableWeapons quickly-weathering firearms]]. Due to all the games' heavily RPG-esque approach and {{cyberpunk}}-based items, they are something of a precussor to the first ''Deus Ex'' game, which built on their ideas.
11th Oct '16 2:10:21 PM ZemplinTemplar
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* ''VideoGame/UnrealWorld'' is an open-world roguelike set in a land based on prehistoric, Iron Age Finland. The primary goal is to simply survive throughout the calendar year, and one can go about it in numerous ways. The game is strongly management-focused, with the player needing to regularly needing to eat, drink, rest and sleep, avoiding overheating, hypothermia and catching diseases. Additionally, every tool and structure needs to be built from gathered resources. Resource gathering itself can often take a while, especially if there's a need for larger quantities of building materials (e.g. for building a log cabin) or rarer, special materials (e.g. quality leather, as a tying/binding implement). Outside of exploring to find new natural resources for everyday life, the player can also barter with {{NPC}}s from established settlements and existing tribes.

to:

* ''VideoGame/UnrealWorld'' is an open-world roguelike set in a land based on prehistoric, Iron Age Finland. The primary goal is to simply survive throughout the calendar year, and one can go about it in numerous ways. The game is strongly management-focused, with the player needing to regularly needing to eat, drink, rest and sleep, avoiding overheating, hypothermia and catching diseases. Additionally, every tool and structure needs to be built from gathered resources. Resource gathering itself can often take a while, especially if there's a need for larger quantities of building materials (e.g. for building a log cabin) or rarer, special materials (e.g. quality leather, as a tying/binding implement). Outside of exploring to find new natural resources for everyday life, the player can also barter with {{NPC}}s from established settlements and existing tribes.
11th Oct '16 2:02:40 PM ZemplinTemplar
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* The ''VideoGame/{{Caesar}}'' series, by the same developers as '''Pharaoh'', has very similar resource-and-distribution management. Due to the ancient Roman setting, this includes building reservoirs and aquaducts for supplying cities with water, and so on.

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* The ''VideoGame/{{Caesar}}'' series, by the same developers as '''Pharaoh'', ''Pharaoh'', has very similar resource-and-distribution management. Due to the ancient Roman setting, this includes building reservoirs and aquaducts for supplying cities with water, and so on.
11th Oct '16 2:01:45 PM ZemplinTemplar
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* ''VideoGame/{{Pharaoh}}'': While resources are infinite, the rate of collection is not, and depends on many factors (building placement, workforce, distance from the raw materials, ''availability'' of raw materials if imported, having enough storage space, the weather for floodplain farming...). And if maintaining a suitable balance between having enough of a particular product both to export and satisfy your citizens' needs wasn't enough, you often get demands for ridiculous quantities that almost require you to set up dedicated storage facilities. Juggling them all is the defining aspect of the game, even with the considerable AcceptableBreaksFromReality and AntiFrustrationFeatures.
* The ''VideoGame/{{Caesar}}'' series, by the same developers as '''Pharaoh'', has very similar resource-and-distribution management. Due to the ancient Roman setting, this includes building reservoirs and aquaducts for supplying cities with water, and so on.
* ''VideoGame/DwarfFortress'' derives most of its challenge from this trope, once you get past the controls and other complexities. Every single resource has to be accounted for, whether you produce it yourself, acquire (or "[[VideoGameStealing acquire]]") it from caravans, or loot it from invaders.



* ''VideoGame/DwarfFortress'' derives most of its challenge from this trope, once you get past the controls and other complexities. Every single resource has to be accounted for, whether you produce it yourself, acquire (or "[[VideoGameStealing acquire]]") it from caravans, or loot it from invaders.
* ''VideoGame/{{Pharaoh}}'': While resources are infinite, the rate of collection is not, and depends on many factors (building placement, workforce, distance from the raw materials, ''availability'' of raw materials if imported, having enough storage space, the weather for floodplain farming...). And if maintaining a suitable balance between having enough of a particular product both to export and satisfy your citizens' needs wasn't enough, you often get demands for ridiculous quantities that almost require you to set up dedicated storage facilities. Juggling them all is the defining aspect of the game, even with the considerable AcceptableBreaksFromReality and AntiFrustrationFeatures. The ''Caesar'' series, by the same developers, has very similar resource-and-distribution management.
11th Oct '16 1:56:58 PM ZemplinTemplar
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* ''VideoGame/MonsterRancher''. Since monsters have a life-span ranging from 1 year to [[MinMaxing 11 years]], you have to be ''very'' cautious of what you make your monster do, and when. In general, the money in this game could be considered as no Economy Management.



* In the ''VideoGame/MountAndBlade'' series, you have to manage the health, morale and income of both your character and his band of companions and adventurers. Availability and variety of food, how well you handle battles or diplomacy with rivals, and how much you regularly pay your companions (the better the soldier, the higher the wage) all factors into troop morale. Additionally, there's also the matter of buying or acquiring better mounts, armour and weaponry throghout the course of the game, as you start alone and [[WithThisHerring with humble equipment]].

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* In the ''VideoGame/MountAndBlade'' series, you have to manage the health, morale and income of both your character and his band of companions and adventurers. Availability and variety of food, how well you handle battles or diplomacy with rivals, and how much you regularly pay your companions (the better the soldier, the higher the wage) all factors into troop morale. Additionally, there's also the matter of buying or acquiring better mounts, armour and weaponry throghout the course of the game, as you start alone and [[WithThisHerring with humble equipment]]. Though the vanilla games and most of their mods simply use universal currency for recruitment, payments and rewards, some mods play around with making this more complex. For example, a well-regarded mod about the [[Literature/TheLordOfTheRings War of the Ring]] replaced the currency with "resource points", which the player had to earn separately from each of the many factions present in the mod to purchase or recruit within their territory.



* The trope is parodied in one strip of ''VG Cats'', where Cloud will not even spend one of his inn coupons[[note]]Not only are inn coupons useless for anything else, but even without them, it hardly costs anything to stay at an inn[[/note]] to heal a badly wounded party.



* The late 1980s Japanese horror adventure game ''VideoGame/SweetHome''. Often cited as an influence on early survival horror games, including ''Resident Evil''.
* The central gameplay mechanic in ''VideoGame/{{Turgor}}'', otherwise known as The Void. This is further complicated by the fact that there is ''one'' resource to manage that does ''everything'' (health, ammo, currency, etc). A limited amount appears in each time cycle, and it's alarmingly easy to render the game {{unwinnable}} through clumsy or reckless spending of color.

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* The late 1980s Japanese horror adventure game ''VideoGame/SweetHome''.''VideoGame/SweetHome'', described in the opening quote. Often cited as an influence on early survival horror games, including ''Resident Evil''.
* The central gameplay mechanic in ''VideoGame/{{Turgor}}'', otherwise known as The Void.Creator/IcePickLodge's ''VideoGame/{{Turgor}}'' (a.k.a. ''The Void''). This is further complicated by the fact that there is ''one'' resource to manage that does ''everything'' (health, ammo, currency, etc). A limited amount appears in each time cycle, and it's alarmingly easy to render the game {{unwinnable}} through clumsy or reckless spending of color.



* IcePick Lodge's ''VideoGame/{{Pathologic}}'' has fairly extensive survival resource management. Everything from food and water (in various states of freshness), medical supplies (major items, given the story; incl. tablets, painkillers, special potions, tourniquets, bandages...), protective clothing (for medical reasons), to ammo (different bullets for each gun type), extra fuel for your lamp (not as important) and various baubles and cheap goods you can use for bartering. You have to have clothes and weapons repaired over time, due to wear and tear. Even resting and sleeping is something of a resource, as it's ill-advised to continue investigating or solving {{NPC}} quests without regularly caring for the player character's needs. The extensiveness of this management is logically justified by the premise, as the town the game takes place in is overrun with an ever-expanding mysterious plague. Even the prices of all these goods can grow and fluctuate a lot, both in official shops and while bartering with people, due to the ongoing crisis. The authorities and society as a whole are slowly crumbling, even though the player can somewhat dampen the worst of the spreading epidemic while also investigating the backstory of the town and the locals.

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* IcePick Lodge's Creator/IcePickLodge's ''VideoGame/{{Pathologic}}'' has fairly extensive survival resource management. Everything from food and water (in various states of freshness), medical supplies (major items, given the story; incl. tablets, painkillers, special potions, tourniquets, bandages...), protective clothing (for medical reasons), to ammo (different bullets for each gun type), extra fuel for your lamp (not as important) and various baubles and cheap goods you can use for bartering. You have to have clothes and weapons repaired over time, due to wear and tear. Even resting and sleeping is something of a resource, as it's ill-advised to continue investigating or solving {{NPC}} quests without regularly caring for the player character's needs. The extensiveness of this management is logically justified by the premise, as the town the game takes place in is overrun with an ever-expanding mysterious plague. Even the prices of all these goods can grow and fluctuate a lot, both in official shops and while bartering with people, due to the ongoing crisis. The authorities and society as a whole are slowly crumbling, even though the player can somewhat dampen the worst of the spreading epidemic while also investigating the backstory of the town and the locals.



* ''VideoGame/UnrealWorld'' is an open-world roguelike set in a land based on prehistoric, Iron Age Finland. The primary goal is to simply survive throughout the calendar year, and one can go about it in numerous ways. The game is strongly management-focused, with the player needing to regularly needing to eat, drink, rest and sleep, avoiding overheating, hypothermia and catching diseases. Additionally, every tool and structure needs to be built from gathered resources. Resource gathering itself can often take a while, especially if there's a need for larger quantities of building materials (e.g. for building a log cabin) or rarer, special materials (e.g. quality leather, as a tying/binding implement). Outside of exploring to find new natural resources for everyday life, the player can also barter with {{NPC}}s from established settlements and existing tribes.
* ''[[http://humbit.com/rogue/ A False Saint, An Honest Rogue]]'' is another wilderness survival roguelike. It has food and temperature as its main resources. Drop too low on either of those, and you start seeing things.



* In the ''VideoGame/{{Thief}}'' games, while some of your tools are virtually always present and available, you can run out of many items, including [[BoringButPractical regular]] and [[TrickArrows trick arrows]] (the ammo), [[trick explosives]] (used mostly for stunning or stalling opponents) and helpful potions (for increasing health, breath, etc.). Replenishing these items involves either finding spares strewn around the missions themselves, or buying the items anew in secret shops in between missions. Depending on how a mission is structured and what challenges it poses, one often has to adopt his tactics to ration certain ammo and items more carefully than others.

to:

* In the ''VideoGame/{{Thief}}'' games, while some of your tools are virtually always present and available, you can run out of many items, including [[BoringButPractical regular]] and [[TrickArrows [[TrickArrow trick arrows]] (the ammo), [[trick [[TrickBomb trick explosives]] (used mostly for stunning or stalling opponents) and helpful potions (for increasing health, breath, etc.). Replenishing these items involves either finding spares strewn around the missions themselves, or buying the items anew in secret shops in between missions. Depending on how a mission is structured and what challenges it poses, one often has to adopt his tactics to ration certain ammo and items more carefully than others. Naturally, you can handle a lot of things with just stealth alone, but certain tools are very helpful in getting to places or ensuring you won't be detected as easily (e.g. water arrows for putting our lights, rope arrows for vertical exploration).



* The now fairly obscure Japanese horror shooter ''Extermination'' had your team of special operatives exploring a base overrun with a bizarre infection. Resource management consisted of considered use of ammo and paying attention to meters displaying risk of infection to the player.



* The main resource to manage in the ''VideoGame/EuropaUniversalis'' series include finances, manpower available for recruitment, and various diplomatic statistics.

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* The main resource resources to manage in the ''VideoGame/EuropaUniversalis'' series include finances, manpower available for recruitment, and various diplomatic statistics.



* Parodied in one strip of ''VG Cats'', where Cloud will not even spend one of his inn coupons[[note]]Not only are inn coupons useless for anything else, but even without them, it hardly costs anything to stay at an inn[[/note]] to heal a badly wounded party.

to:

* Parodied ''VideoGame/TransportTycoon'' and its successor ''Locomotion'' have you mostly building and managing land, water and aerial based public transport, but resource management does come into play. Your available finances allow you to build infrastructure, vehicles and manage budgets and PR, your popularity standing in one strip of ''VG Cats'', where Cloud will not a particular community affects if you can build there, and you even spend one (indirectly) manage actual industrial resources based on how you interconnect various industries present in the game world (e.g. sending coal to powerplants, iron ore to steel mills, agricultural resources to food-processing companies, etc.). Even commuting passengers become a recource of his inn coupons[[note]]Not only are inn coupons useless for anything else, but even without them, it hardly costs anything to stay at an inn[[/note]] to heal a badly wounded party.sorts, as the more you improve the passenger and cargo transport infrastructure, the more towns and cities can grow in size, population and further develop.



* [[http://humbit.com/rogue/ A False Saint, An Honest Rogue]] has food and temperature. Drop too low on either of those, and you start seeing things.

to:

* [[http://humbit.com/rogue/ A False Saint, An Honest Rogue]] has food ''VideoGame/MonsterRancher''. Since monsters have a life-span ranging from 1 year to [[MinMaxing 11 years]], you have to be ''very'' cautious of what you make your monster do, and temperature. Drop too low on either of those, and you start seeing things.when. In general, the money in this game could be considered as no Economy Management.


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* The first two ''VideoGame/IronGrip'' games are a blend of first person shooter and tower defence. In ''Iron Grip Warlord'', your primary resources are "Power" (basically finance, used for building defensive structures) and "Morale" (self-explanatory; the game's progress and outcome depends on lowering the attacking enemy's morale to zero).
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