Difference between revisions of "Collecting"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
=== Can Be Instantiated By ===
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[[Collections]],
 +
[[Drawing Stacks]],
 +
[[Grind Achievements]],
 +
[[Herd]],
 +
[[Movement]],
 +
[[Power-Ups]],
 +
[[Rewards]],
 +
[[Scores]],
 +
[[Sustenance Rewards]],
 +
[[Transfer of Control]],
 +
[[Tools]]
 +
 +
[[Maneuvering]] together with [[Chargers]] or [[Pick-Ups]]
 +
 +
=== Can Be Modulated By ===
 +
[[Camping]],
 +
[[Crafting]],
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[[Game Element Trading]],
 +
[[Geometric Progression]]
 +
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Freedom of Choice]],
 +
[[Goal Hierarchies]],
 +
[[Grinding]],
 +
[[Player-Defined Goals]]
 +
 +
==== with [[Resource Generators]] or [[Spawn Points]] ====
 +
[[Encouraged Return Visits]]
 +
 +
=== Can Modulate ===
 +
[[Character Development]],
 +
[[Game Items]],
 +
[[Resources]]
  
 
== Relations ==
 
== Relations ==

Revision as of 08:14, 17 June 2022

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

Can Be Instantiated By

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

Maneuvering together with Chargers or Pick-Ups

Can Be Modulated By

Camping, Crafting, Game Element Trading, Geometric Progression


Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Can Instantiate

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

with Resource Generators or Spawn Points

Encouraged Return Visits

Can Modulate

Character Development, Game Items, Resources

Relations

Can Instantiate

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

with Resource Generators or Spawn Points

Encouraged Return Visits

Can Modulate

Character Development, Game Items, Resources

Can Be Instantiated By

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

Maneuvering together with Chargers or Pick-Ups

Can Be Modulated By

Camping, Crafting, 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

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

Acknowledgements

-