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Great analysis of in-game resources. Something that I've started to notice recently, which is related to Sulka's question, is that establishing a relative value of those resources is necessary to frame any decisions about their possession or distribution. If I'm given 15 widgets and asked to distribute them among 5 investments, then I would like a couple of pieces of information to prevent choice paralysis or indiscriminate distribution and later regret. A rough idea of how difficult that resource will be to acquire in the future as well as the estimated value of each unit of investment. They allow the player to make informed decisions. Games that neglect either of those pieces of information tend to break my engagement with the world, and games that provide that information through subtle means draw me further into the player character role without my noticing. Thanks for the article!
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Nov 20, 2011