Difference between revisions of "Collections"

From gdp3
Jump to: navigation, search
Line 13: Line 13:
  
 
=== Examples ===
 
=== Examples ===
 +
[[Drakborgen]]
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
Line 28: Line 29:
  
 
== Relations ==
 
== Relations ==
 +
[[Achievements]]
 +
[[Open Destiny]]
 +
[[Enemies]]
 +
[[Testing Achievements]]
 +
[[Grind Achievements]]
 +
[[Goal Achievements]]
 +
[[Quests]]
 +
[[Sets]]
 +
[[Pick-Ups]]
 +
[[Resources]]
 +
[[Last Man Standing]]
 +
[[Scores]]
 +
[[Eliminate]]
 +
[[Team Elimination]]
 +
[[Configuration]]
 +
[[Dynamic Goal Characteristics]]
 +
[[Optional Goals]]
 +
[[Gain Ownership]]
 +
[[Collecting]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Collecting]],
  
 
==== with ... ====
 
==== with ... ====
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Narrative Structures]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
Line 41: Line 61:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
-
+
[[Ownership]],
 +
[[Save Points]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 07:44, 19 May 2022

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Drakborgen

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Achievements Open Destiny Enemies Testing Achievements Grind Achievements Goal Achievements Quests Sets Pick-Ups Resources Last Man Standing Scores Eliminate Team Elimination Configuration Dynamic Goal Characteristics Optional Goals Gain Ownership Collecting

Can Instantiate

Collecting,

with ...

Can Modulate

Narrative Structures

Can Be Instantiated By

-

Can Be Modulated By

Ownership, Save Points

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

-