Difference between revisions of "Collecting"
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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
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Potentially Conflicting With
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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
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