Difference between revisions of "Collections"
From gdp3
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[[Grind Achievements]] | [[Grind Achievements]] | ||
[[Goal Achievements]] | [[Goal Achievements]] | ||
− | |||
[[Resources]] | [[Resources]] | ||
[[Scores]] | [[Scores]] | ||
[[Eliminate]] | [[Eliminate]] | ||
[[Team Elimination]] | [[Team Elimination]] | ||
− | |||
[[Dynamic Goal Characteristics]] | [[Dynamic Goal Characteristics]] | ||
[[Optional Goals]] | [[Optional Goals]] | ||
− | |||
− | |||
=== 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.
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 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
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-