Difference between revisions of "Collecting"

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(Relations)
Line 39: Line 39:
 
[[Crafting]]
 
[[Crafting]]
 
[[Thematic Consistency]]
 
[[Thematic Consistency]]
[[Spawn Points]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Player-Defined Goals]]
 
[[Player-Defined Goals]]
  
==== with ... ====
+
==== with [[Resource Generators]] or [[Spawn Points]] ====
 +
[[Encouraged Return Visits]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 08:10, 17 June 2022

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

This pattern is a still a stub.


Examples

Insectopia Pirates! Pacman must die BotFighters Treasure

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Drop-In/Drop-Out Drawing Stacks Encouraged Return Visits Crafting Thematic Consistency

Can Instantiate

Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals

with Resource Generators or Spawn Points

Encouraged Return Visits

Can Modulate

Character Development, Game Items, Resources

Can Be Instantiated By

Collections, 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, 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

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

Acknowledgements

-