Collections
From gdp3
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
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
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Potentially Conflicting With
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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
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