Collecting

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

This pattern is a still a stub.


Examples

Insectopia Pirates! Pacman must die BotFighters Treasure

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Maneuvering Drop-In/Drop-Out Drawing Stacks Encouraged Return Visits Geometric Progression Game Items Crafting Character Development Thematic Consistency Spawn Points Camping Game Element Trading Resources

Can Instantiate

Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals

with ...

Can Modulate

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Can Be Instantiated By

Chargers, Collections, Grind Achievements, Herd, Movement, Pick-Ups, Power-Ups, Rewards, Scores, Sustenance Rewards, Transfer of Control, Tools

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 Collecting 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

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