Collecting
From gdp3
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 Crafting Thematic Consistency Spawn Points
Can Instantiate
Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals
with ...
Can Modulate
Character Development, Game Items, Resources
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
Camping, Game Element Trading, Geometric Progression
Possible Closure Effects
-
Potentially Conflicting With
-
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
-