Difference between revisions of "Collecting"
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[[Treasure]] | [[Treasure]] | ||
− | + | Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward. | |
− | + | ||
+ | Example: The main actions performed in Pac-Man is moving and collecting pills. | ||
== Using the pattern == | == Using the pattern == | ||
+ | === 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]] | ||
+ | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 32: | Line 54: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Freedom of Choice]], | ||
+ | [[Goal Hierarchies]], | ||
+ | [[Grinding]], | ||
+ | [[Player-Defined Goals]] | ||
− | == | + | ==== with [[Resource Generators]] or [[Spawn Points]] ==== |
− | [[ | + | |
− | [[ | + | |
[[Encouraged Return Visits]] | [[Encouraged Return Visits]] | ||
− | |||
− | |||
− | |||
+ | === Can Modulate === | ||
+ | [[Character Development]], | ||
+ | [[Game Items]], | ||
+ | [[Resources]] | ||
+ | |||
+ | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
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[[Player-Defined Goals]] | [[Player-Defined Goals]] | ||
− | ==== with | + | ==== with [[Resource Generators]] or [[Spawn Points]] ==== |
+ | [[Encouraged Return Visits]] | ||
=== Can Modulate === | === Can Modulate === | ||
Line 56: | Line 85: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Collections]], | [[Collections]], | ||
+ | [[Drawing Stacks]], | ||
[[Grind Achievements]], | [[Grind Achievements]], | ||
[[Herd]], | [[Herd]], | ||
Line 70: | Line 100: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Camping]], | [[Camping]], | ||
+ | [[Crafting]], | ||
[[Game Element Trading]], | [[Game Element Trading]], | ||
[[Geometric Progression]] | [[Geometric Progression]] |
Latest revision as of 08:41, 4 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Insectopia Pirates! Pacman must die BotFighters Treasure
Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward.
Example: The main actions performed in Pac-Man is moving and collecting pills.
Using the pattern
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
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals
with Resource Generators or Spawn Points
Can Modulate
Character Development, Game Items, Resources
Relations
Can Instantiate
Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals
with Resource Generators or Spawn Points
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-