Difference between revisions of "Collecting"
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== Using the pattern == | == 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 === | === Diegetic Aspects === | ||
| Line 32: | Line 53: | ||
== Consequences == | == Consequences == | ||
| + | === 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]] | ||
== Relations == | == Relations == | ||
Revision as of 08:14, 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 Treasure
Anti-Examples
optional
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
-
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-