Collections

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

This pattern is a still a stub.

Examples

Drakborgen

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

A basic requirement of integrating Collections into a game design is choosing what things are to be gathered through Collecting. Most Game Items can work for gathering diegetic Collections, but the can also consist of Achievements for meta game Collections or Check Points as a way of tracking progress. Using the latter with Collections adds most benefit in Races which do not have a forced linear progression. The Collecting or Ownership needed can be enabled for example through Gain Ownership, Transfer of Control, or through making the Game Items in question into Pick-Ups.

While Collections typically focus upon getting a number of Game Items, it is defined independently of how these are acquired - Deliver examines the goal of moving a Game Item) to a particular point and the goals can be combined.

Can Be Instantiated By

, Enemies, Last Man Standing, Open Destiny, Sets,

Can Be Modulated By

Narration Aspects

Collections can support Narration Structures if it makes sense to progress the intended story due to a number of Game Items being brought together. Examples of this include parts that can be used to build or repair Tools, Vehicles, or Installations.

Consequences

Can Instantiate

Collecting, Configuration, Narration Structures, Quests

with Achievements

Meta Games

with Eliminate

Team Elimination

with Goal Achievements, Optional Goals, or Testing Achievements

Grind Achievements

with Resource Generators

Dynamic Goal Characteristics

with Resources

Scores

Relations

Can Instantiate

Collecting, Configuration, Check Points, Narration Structures, Quests

with Achievements

Meta Games

with Eliminate

Team Elimination

with Goal Achievements, Optional Goals, or Testing Achievements

Grind Achievements

with Resource Generators

Dynamic Goal Characteristics

with Resources

Scores

Can Modulate

Game Items

Can Be Instantiated By

Achievements, Enemies, Gain Ownership, Last Man Standing, Open Destiny, Pick-Ups, Sets, Transfer of Control

Can Be Modulated By

Ownership

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

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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