Difference between revisions of "Collections"
From gdp3
(→Relations) |
(→Relations) |
||
Line 51: | Line 51: | ||
[[Collecting]] | [[Collecting]] | ||
− | |||
− | |||
− | |||
− | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Collecting]], | [[Collecting]], | ||
− | [[Configuration]] | + | [[Configuration]], |
+ | [[Narration Structures]] | ||
==== with ... ==== | ==== with ... ==== | ||
Line 66: | Line 63: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Last Man Standing]], | [[Last Man Standing]], | ||
+ | [[Transfer of Control]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:41, 4 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
[hide]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
Can Instantiate
Collecting, Configuration, Narration Structures
with ...
Can Modulate
Can Be Instantiated By
Last Man Standing, Transfer of Control
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
- Jump up ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
-