Difference between revisions of "Collections"

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(Relations)
(Relations)
Line 35: Line 35:
 
[[Resources]]
 
[[Resources]]
 
[[Scores]]
 
[[Scores]]
[[Eliminate]]
 
[[Team Elimination]]
 
 
[[Dynamic Goal Characteristics]]
 
[[Dynamic Goal Characteristics]]
[[Optional Goals]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 48: Line 45:
 
==== with [[Achievements]] ====
 
==== with [[Achievements]] ====
 
[[Meta Games]]
 
[[Meta Games]]
 +
 +
==== with [[Eliminate]] ====
 +
[[Team Elimination]]
  
 
==== with [[Goal Achievements]], [[Optional Goals]], or [[Testing Achievements]] ====
 
==== with [[Goal Achievements]], [[Optional Goals]], or [[Testing Achievements]] ====

Revision as of 08:26, 4 August 2022

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

This pattern is a still a stub.

Examples

Drakborgen

Anti-Examples

optional

Using the pattern

Compare to Deliver

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Resources Scores Dynamic Goal Characteristics

Can Instantiate

Collecting, Configuration, Narration Structures, Quests

with Achievements

Meta Games

with Eliminate

Team Elimination

with Goal Achievements, Optional Goals, or Testing Achievements

Grind Achievements

Can Modulate

Can Be Instantiated By

Achievements, Enemies, Gain Ownership, Last Man Standing, Open Destiny, Pick-Ups, Sets, Transfer of Control

Can Be Modulated By

Ownership, Save Points

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

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

Acknowledgements

-