Difference between revisions of "Collecting"
From gdp3
(→Relations) |
|||
Line 14: | Line 14: | ||
=== Examples === | === Examples === | ||
+ | [[Insectopia]] | ||
+ | [[Pirates!]] | ||
+ | [[Pacman must die]] | ||
+ | [[BotFighters]] | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
Line 29: | Line 33: | ||
== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Player-Defined Goals]] | [[Player-Defined Goals]] | ||
[[Maneuvering]] | [[Maneuvering]] | ||
Line 75: | Line 70: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
− | [[Collections]] | + | [[Collections]], |
+ | [[Transfer of Control]], | ||
+ | [[Tools]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:37, 19 May 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Insectopia Pirates! Pacman must die BotFighters
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Player-Defined Goals Maneuvering Drop-In/Drop-Out Drawing Stacks Freedom of Choice Power-Ups Grind Achievements Encouraged Return Visits Grinding Geometric Progression Game Items Crafting Character Development Pick-Ups Thematic Consistency Movement Chargers Spawn Points Camping Herd Game Element Trading Treasure Resources Scores Rewards Sustenance Rewards Goal Hierarchies
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
Collections, Transfer of Control, Tools
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
An updated version of the pattern Collecting that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-