Collections
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
Compare to Deliver
Collections focus upon getting a number of Game Items
Deliver differs from Collections in that the focus is on specific game elements that needs to be moved to specific places. Collections in contrast focus upon having game elements together,
Can Be Instantiated By
Achievements, Enemies, Gain Ownership, Last Man Standing, Open Destiny, Pick-Ups, Sets, Transfer of Control
Can Be Modulated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Can Instantiate: Narration Structures
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
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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
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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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