Difference between revisions of "Collecting"

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(Relations)
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[[Drawing Stacks]]
 
[[Drawing Stacks]]
 
[[Encouraged Return Visits]]
 
[[Encouraged Return Visits]]
[[Geometric Progression]]
 
[[Game Items]]
 
 
[[Crafting]]
 
[[Crafting]]
[[Character Development]]
 
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
 
[[Spawn Points]]
 
[[Spawn Points]]
[[Camping]]
 
[[Game Element Trading]]
 
[[Resources]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Character Development]],
 +
[[Game Items]],
 +
[[Resources]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 74: Line 70:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Camping]],
 +
[[Game Element Trading]],
 +
[[Geometric Progression]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 07:51, 17 June 2022

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.


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 Crafting Thematic Consistency Spawn Points

Can Instantiate

Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals

with ...

Can Modulate

Character Development, Game Items, Resources

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

Camping, Game Element Trading, Geometric Progression

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-