Difference between revisions of "Collections"
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== Using the pattern == | == Using the pattern == | ||
− | + | A basic requirement of integrating [[Collections]] into a game design is choosing what [[Game Items]] are to be gathered through [[Collecting]]. The [[Collecting]] can be enabled for example through [[Gain Ownership]], [[Transfer of Control]], or through making the [[Game Items]] in question into [[Pick-Ups]]. | |
− | [[Collections]] focus upon getting a number of [[Game Items]] | + | While [[Collections]] focus upon getting a number of [[Game Items]], it is defined independently of how these are acquired - [[Deliver]] examines the goal of moving a [[Game Items|Game Item]]) to a particular point and the goals can be combined. |
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− | Deliver | + | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Achievements]], | [[Achievements]], | ||
[[Enemies]], | [[Enemies]], | ||
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[[Last Man Standing]], | [[Last Man Standing]], | ||
[[Open Destiny]], | [[Open Destiny]], | ||
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[[Sets]], | [[Sets]], | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Game Items]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 07:31, 9 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: The WarioWare series focuses on small and quick games that have to be completed in sequence as part of a Collection.
Example: In Decathlon, players have 10 events to complete.
Example: Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the Collection of all pills.
Example: In Lotto, a Collection is completed by getting matching numbers during a draw.
Using the pattern
A basic requirement of integrating Collections into a game design is choosing what Game Items are to be gathered through Collecting. The Collecting can be enabled for example through Gain Ownership, Transfer of Control, or through making the Game Items in question into Pick-Ups.
While Collections focus upon getting a number of Game Items, it is defined independently of how these are acquired - Deliver examines the goal of moving a Game Item) to a particular point and the goals can be combined.
Can Be Instantiated By
Achievements, Enemies, Last Man Standing, Open Destiny, Sets,
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Can Instantiate: Narration Structures
Consequences
Can Instantiate
Collecting, Configuration, Narration Structures, Quests
with Achievements
with Eliminate
with Goal Achievements, Optional Goals, or Testing Achievements
with Resource Generators
with Resources
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-