Difference between revisions of "Collections"

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[[Grind Achievements]]
 
[[Grind Achievements]]
 
[[Goal Achievements]]
 
[[Goal Achievements]]
[[Quests]]
 
 
[[Resources]]
 
[[Resources]]
 
[[Scores]]
 
[[Scores]]
 
[[Eliminate]]
 
[[Eliminate]]
 
[[Team Elimination]]
 
[[Team Elimination]]
[[Configuration]]
 
 
[[Dynamic Goal Characteristics]]
 
[[Dynamic Goal Characteristics]]
 
[[Optional Goals]]
 
[[Optional Goals]]
[[Collecting]]
 
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Collecting]],  
 
[[Collecting]],  
 
[[Configuration]],  
 
[[Configuration]],  
[[Narration Structures]]
+
[[Narration Structures]],
 +
[[Quests]]
  
 
==== with ... ====
 
==== with ... ====

Revision as of 07:48, 4 August 2022

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

This pattern is a still a stub.

Examples

Drakborgen

Anti-Examples

optional

Using the pattern

Compare to Deliver

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Testing Achievements Grind Achievements Goal Achievements Resources Scores Eliminate Team Elimination Dynamic Goal Characteristics Optional Goals

Can Instantiate

Collecting, Configuration, Narration Structures, Quests

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

Ownership, Save Points

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Collection 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

-