Collecting
From gdp3
Revision as of 07:48, 17 June 2022 by Staffan Björk (Talk | contribs)
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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
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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
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.
Acknowledgements
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