Difference between revisions of "Collections"
From gdp3
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Collecting]], | [[Collecting]], | ||
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==== with [[Goal Achievements]], [[Optional Goals]], or [[Testing Achievements]] ==== | ==== with [[Goal Achievements]], [[Optional Goals]], or [[Testing Achievements]] ==== | ||
[[Grind Achievements]] | [[Grind Achievements]] | ||
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+ | ==== with [[Resource Generators]] ==== | ||
+ | [[Dynamic Goal Characteristics]] | ||
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+ | ==== with [[Resources]] ==== | ||
+ | [[Scores]] | ||
=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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[[Ownership]], | [[Ownership]], | ||
[[Save Points]] | [[Save Points]] | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === |
Revision as of 08:28, 4 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
[hide]Examples
Anti-Examples
optional
Using the pattern
Compare to Deliver
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Collecting, Configuration, Narration Structures, Quests
with Achievements
with Eliminate
with Goal Achievements, Optional Goals, or Testing Achievements
with Resource Generators
with Resources
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
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
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-