Zenbitz:Thoughts on types of resources

= Resource Classes =

This page could use some back links to other thoughts.

Stuff
This refers to all in-game material things that can be "owned" by a player. The things may have a game function (like a Geiger counter, shovel, or gun) or they may be "luxury items". There may be a currency in the game system - this has the advantage of allowing characters to "make change" instead of a pure barter system. Trading stuff (barter) is considered to be a primary game mechanic. There are some subtypes of stuff that are critical - Food, Medicine, Ammunition, but typically they are interchangable by barter if someone is available to barter for. Stuff can also be stolen and looted from it's owners. Stuff may be granted by NPCs upon completion of quests, challenges, or missions.

Health
One can consider the health of the PC and NPCs as a resource - particularly considering something like generic "hit points". PC Health (and possibly Endurance) is risked in battle to defeat enemies. Health can often be bartered for with Stuff, or even time (by resting).

Time
Game time can be an important resource for the PC. Having time be important - i.e, the main quests actions of the game must be completed in some amount of time (like Water Chip quest in FO1) allows the designers to make the player spend time - or "run it off the clock" as a cost for activities. Obvious examples: searching for food (or loot), healing, training skills. Time is usually traded for other resources or character advancement. Some quests may give the player more time to spend on further quests.

Experience
This is included for completeness. I would like to avoid handing out "Experience points" or "Character Points" as a reward for accomplishments. Given this possible issues with balancing the game, I would like the concept to be "written in" to the software in case we decide to add it later. I do not think it's possible allow significant character progression in a balanced, non-grinding way without either Experience points (of some kind) or Time as a resource.