Difference between revisions of "Collections"
From gdp3
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== Relations == | == Relations == | ||
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[[Testing Achievements]] | [[Testing Achievements]] | ||
[[Grind Achievements]] | [[Grind Achievements]] | ||
[[Goal Achievements]] | [[Goal Achievements]] | ||
[[Quests]] | [[Quests]] | ||
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[[Resources]] | [[Resources]] | ||
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[[Scores]] | [[Scores]] | ||
[[Eliminate]] | [[Eliminate]] | ||
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[[Dynamic Goal Characteristics]] | [[Dynamic Goal Characteristics]] | ||
[[Optional Goals]] | [[Optional Goals]] | ||
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[[Collecting]] | [[Collecting]] | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Achievements]], | ||
+ | [[Enemies]], | ||
+ | [[Gain Ownership]], | ||
[[Last Man Standing]], | [[Last Man Standing]], | ||
+ | [[Open Destiny]], | ||
+ | [[Pick-Ups]], | ||
+ | [[Sets]], | ||
[[Transfer of Control]] | [[Transfer of Control]] | ||
Revision as of 07:46, 4 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Compare to Deliver
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Testing Achievements Grind Achievements Goal Achievements Quests Resources Scores Eliminate Team Elimination Configuration Dynamic Goal Characteristics Optional Goals Collecting
Can Instantiate
Collecting, Configuration, Narration Structures
with ...
Can Modulate
Can Be Instantiated By
Achievements, Enemies, Gain Ownership, Last Man Standing, Open Destiny, Pick-Ups, Sets, Transfer of Control
Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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History
An updated version of the pattern Collection 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
-