Difference between revisions of "Collecting"
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Revision as of 07:42, 17 June 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
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Player-Defined Goals Maneuvering Drop-In/Drop-Out Drawing Stacks Freedom of Choice Power-Ups Grind Achievements Encouraged Return Visits Grinding Geometric Progression Game Items Crafting Character Development Pick-Ups Thematic Consistency Movement Chargers Spawn Points Camping Herd Game Element Trading Resources Scores Rewards Sustenance Rewards Goal Hierarchies
Can Instantiate
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with ...
Can Modulate
-
Can Be Instantiated By
Collections, Transfer of Control, Tools
Can Be Modulated By
-
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
-