History Main / ResourcesManagementGameplay

17th May '17 10:13:11 PM Argon2
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* ''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 a particular community affects if you can build there, and you even (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 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.

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* ''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 a particular community affects if you can build there, and you even (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 resource of 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.
17th May '17 2:10:49 PM Monolaf317
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* ''VideoGame/EnigmaAnIllusionNamedFamily'': There's only a limited amount of matches around for Minhyuk to find. Burn through them too quickly and Minhyuk won't be able to keep his fear in check or find important items.
17th May '17 2:10:25 PM Monolaf317
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--> ''WebVideo/TheHappyVideoGameNerd, during his review of ''VideoGame/SweetHome'' [[http://www.youtube.com/watch?v=CNz93wC7W68&t=2m37s]]''

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--> ''WebVideo/TheHappyVideoGameNerd, during his review of ''VideoGame/SweetHome'' [[http://www.youtube.com/watch?v=CNz93wC7W68&t=2m37s]]''
com/watch?v=CNz93wC7W68&t=2m37s here]]''
17th May '17 2:10:12 PM Monolaf317
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* Matches are used in ''VideoGame/EnigmaAnIllusionNamedFamily'' to [[NoticeThis reveal plot-vital items]] and keep Minhyuk's [[SanityMeter fear of]] [[PrimalFear the dark]] under control. There's only a limited amount of them to be found, they each last only five seconds each, and '''don't''' count as 'plot-important', meaning [[AlwaysCheckBehindTheChair you'll have to hunt for them]]. And randomly checking objects can make noise, attracting the killer's attention...
* ''VideoGame/EnigmaAnIllusionNamedFamily'': There's only a limited amount of matches around for Minhyuk to find. Burn through them too quickly and Minhyuk won't be able to keep his fear in check or find important items.



* Matches are used in ''VideoGame/EnigmaAnIllusionNamedFamily'' to [[NoticeThis reveal plot-vital items]] and keep Minhyuk's [[SanityMeter fear of]] [[PrimalFear the dark]] under control. There's only a limited amount of them to be found, they each last only five seconds each, and '''don't''' count as 'plot-important', meaning [[AlwaysCheckBehindTheChair you'll have to hunt for them]]. And randomly checking objects can make noise, attracting the killer's attention...




29th Apr '17 12:40:48 PM nombretomado
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* Part of many {{Adventure Game}}s (including [[ColossalCave the original]]) usually in the form of food, lighting, or ammunition. Some even offer a bit of sucker's bargain where you can sacrifice some [[ScoringPoints treasure]] in exchange for more supplies.

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* Part of many {{Adventure Game}}s (including [[ColossalCave [[VideoGame/ColossalCave the original]]) usually in the form of food, lighting, or ammunition. Some even offer a bit of sucker's bargain where you can sacrifice some [[ScoringPoints treasure]] in exchange for more supplies.
27th Apr '17 10:03:40 AM FuzzyBoots
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* ''VideoGame/{{Stars}}'' requires careful management of your resources from people to minerals. Of note, there is a finite supply of minerals available on the planets for the most part, so the end-game of the larger games involves finding ways to do more with less because the minerals just don't exist.
12th Mar '17 3:45:54 PM WaxingName
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* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' integrates this and other WesternRPG [[RPGElements Elements]] into the greater ''Franchise/TheLegendOfZelda'' series. From the beginning, you have to scrounge around for melee weapons, bows, food, and little animals to make potions with. Since all weapons break easily, you need to continuously find new weapons to replace them, and the sheer amount of food items you can find and make is balanced out by the damage that later enemies do. You even need to manage your "experience" in the form of the Spirit Orbs, as you can cash in four of them for a HeartContainer or a Stamina upgrade, though there is a character who can exchange one for the other.
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).

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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 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.
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