Difference between revisions of "Collections"
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== Using the pattern == | == Using the pattern == | ||
− | A basic requirement of integrating [[Collections]] into a game design is choosing what things are to be gathered through [[Collecting]]. Most [[Game Items]] can work for gathering diegetic [[Collections]], but the can also consist of [[Achievements]] for meta game [[Collections]]. | + | A basic requirement of integrating [[Collections]] into a game design is choosing what things are to be gathered through [[Collecting]]. Most [[Game Items]] can work for gathering diegetic [[Collections]], but the can also consist of [[Achievements]] for meta game [[Collections]] or [[Save Points]] as a way of tracking progress. |
− | The [[Collecting]] can be enabled for example through [[Gain Ownership]], [[Transfer of Control]], or through making the [[Game Items]] in question into [[Pick-Ups]]. | + | The [[Collecting]] or [[Ownership]] needed can be enabled for example through [[Gain Ownership]], [[Transfer of Control]], or through making the [[Game Items]] in question into [[Pick-Ups]]. |
While [[Collections]] typically focus upon getting a number of [[Game Items]], it is defined independently of how these are acquired - [[Deliver]] examines the goal of moving a [[Game Items|Game Item]]) to a particular point and the goals can be combined. | While [[Collections]] typically focus upon getting a number of [[Game Items]], it is defined independently of how these are acquired - [[Deliver]] examines the goal of moving a [[Game Items|Game Item]]) to a particular point and the goals can be combined. | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Narration Aspects === | === Narration Aspects === |
Revision as of 07:33, 10 August 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Example: The WarioWare series focuses on small and quick games that have to be completed in sequence as part of a Collection.
Example: In Decathlon, players have 10 events to complete.
Example: Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the Collection of all pills.
Example: In Lotto, a Collection is completed by getting matching numbers during a draw.
Using the pattern
A basic requirement of integrating Collections into a game design is choosing what things are to be gathered through Collecting. Most Game Items can work for gathering diegetic Collections, but the can also consist of Achievements for meta game Collections or Save Points as a way of tracking progress.
The Collecting or Ownership needed can be enabled for example through Gain Ownership, Transfer of Control, or through making the Game Items in question into Pick-Ups.
While Collections typically focus upon getting a number of Game Items, it is defined independently of how these are acquired - Deliver examines the goal of moving a Game Item) to a particular point and the goals can be combined.
Can Be Instantiated By
, Enemies, Last Man Standing, Open Destiny, Sets,
Can Be Modulated By
Narration Aspects
Collections can support Narration Structures if it makes sense to progress the intended story due to a number of Game Items being brought together. Examples of this include parts that can be used to build or repair Tools, Vehicles, or Installations.
Consequences
Can Instantiate
Collecting, Configuration, Narration Structures, Quests
with Achievements
with Eliminate
with Goal Achievements, Optional Goals, or Testing Achievements
with Resource Generators
with Resources
Relations
Can Instantiate
Collecting, Configuration, Narration Structures, Quests
with Achievements
with Eliminate
with Goal Achievements, Optional Goals, or Testing Achievements
with Resource Generators
with Resources
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
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
-