Difference between revisions of "Collections"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
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=== Diegetic Aspects === | === Diegetic Aspects === |
Revision as of 07:38, 3 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Compare to Deliver
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
To inject into: Narration Structures
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
-
Can Be Modulated By
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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-