Difference between revisions of "Collecting"

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(Relations)
Line 34: Line 34:
  
 
== Relations ==
 
== Relations ==
[[Drop-In/Drop-Out]]
 
[[Drawing Stacks]]
 
[[Encouraged Return Visits]]
 
[[Crafting]]
 
[[Thematic Consistency]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Freedom of Choice]],  
 
[[Freedom of Choice]],  
Line 56: Line 50:
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 
[[Collections]],  
 
[[Collections]],  
 +
[[Drawing Stacks]],
 
[[Grind Achievements]],  
 
[[Grind Achievements]],  
 
[[Herd]],  
 
[[Herd]],  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 
[[Camping]],  
 
[[Camping]],  
 +
[[Crafting]],
 
[[Game Element Trading]],  
 
[[Game Element Trading]],  
 
[[Geometric Progression]]
 
[[Geometric Progression]]

Revision as of 08:13, 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

Can Instantiate

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

with Resource Generators or Spawn Points

Encouraged Return Visits

Can Modulate

Character Development, Game Items, Resources

Can Be Instantiated By

Collections, Drawing Stacks, 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, Crafting, 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

-