Difference between revisions of "Collecting"
From gdp3
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== Relations == | == Relations == | ||
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[[Drop-In/Drop-Out]] | [[Drop-In/Drop-Out]] | ||
[[Drawing Stacks]] | [[Drawing Stacks]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Collections]], | [[Collections]], | ||
[[Grind Achievements]], | [[Grind Achievements]], | ||
[[Herd]], | [[Herd]], | ||
[[Movement]], | [[Movement]], | ||
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[[Power-Ups]], | [[Power-Ups]], | ||
[[Rewards]], | [[Rewards]], | ||
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[[Transfer of Control]], | [[Transfer of Control]], | ||
[[Tools]] | [[Tools]] | ||
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+ | [[Maneuvering]] together with [[Chargers]] or [[Pick-Ups]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 08:08, 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
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
Collections, Grind Achievements, Herd, Movement, Power-Ups, Rewards, Scores, Sustenance Rewards, Transfer of Control, Tools
Maneuvering together with Chargers or Pick-Ups
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-