Difference between revisions of "Collecting"
From gdp3
(→Relations) |
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[[Pacman must die]] | [[Pacman must die]] | ||
[[BotFighters]] | [[BotFighters]] | ||
+ | [[Treasure]] | ||
==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
Line 33: | Line 34: | ||
== Relations == | == Relations == | ||
− | |||
[[Maneuvering]] | [[Maneuvering]] | ||
[[Drop-In/Drop-Out]] | [[Drop-In/Drop-Out]] | ||
[[Drawing Stacks]] | [[Drawing Stacks]] | ||
− | |||
− | |||
− | |||
[[Encouraged Return Visits]] | [[Encouraged Return Visits]] | ||
− | |||
[[Geometric Progression]] | [[Geometric Progression]] | ||
[[Game Items]] | [[Game Items]] | ||
[[Crafting]] | [[Crafting]] | ||
[[Character Development]] | [[Character Development]] | ||
− | |||
[[Thematic Consistency]] | [[Thematic Consistency]] | ||
− | |||
− | |||
[[Spawn Points]] | [[Spawn Points]] | ||
[[Camping]] | [[Camping]] | ||
− | |||
[[Game Element Trading]] | [[Game Element Trading]] | ||
[[Resources]] | [[Resources]] | ||
− | |||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
− | - | + | [[Freedom of Choice]], |
+ | [[Goal Hierarchies]], | ||
+ | [[Grinding]], | ||
+ | [[Player-Defined Goals]] | ||
==== with ... ==== | ==== with ... ==== | ||
Line 69: | Line 60: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Chargers]], | ||
[[Collections]], | [[Collections]], | ||
+ | [[Grind Achievements]], | ||
+ | [[Herd]], | ||
+ | [[Movement]], | ||
+ | [[Pick-Ups]], | ||
+ | [[Power-Ups]], | ||
+ | [[Rewards]], | ||
+ | [[Scores]], | ||
+ | [[Sustenance Rewards]], | ||
[[Transfer of Control]], | [[Transfer of Control]], | ||
[[Tools]] | [[Tools]] |
Revision as of 07:48, 17 June 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 Treasure
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Maneuvering Drop-In/Drop-Out Drawing Stacks Encouraged Return Visits Geometric Progression Game Items Crafting Character Development Thematic Consistency Spawn Points Camping Game Element Trading Resources
Can Instantiate
Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals
with ...
Can Modulate
-
Can Be Instantiated By
Chargers, Collections, Grind Achievements, Herd, Movement, Pick-Ups, Power-Ups, Rewards, Scores, Sustenance Rewards, 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
-