Difference between revisions of "Collecting"

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=== Examples ===
 
=== Examples ===
 +
[[Insectopia]]
 +
[[Pirates!]]
 +
[[Pacman must die]]
 +
[[BotFighters]]
 +
[[Treasure]]
  
==== Anti-Examples ====
+
Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward.
optional
+
 
 +
Example: The main actions performed in Pac-Man is moving and collecting pills.
  
 
== Using the pattern ==
 
== 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 ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Freedom of Choice]],
 +
[[Goal Hierarchies]],
 +
[[Grinding]],
 +
[[Player-Defined Goals]]
  
== Relations ==
+
==== with [[Resource Generators]] or [[Spawn Points]] ====
[[Insectopia]]
+
[[Pirates!]]
+
[[Pacman must die]]
+
[[BotFighters]]
+
 
+
Instantiated by: [[Transfer of Control]], [[Tools]]
+
 
+
Modulated by: Herd
+
 
+
[[Player-Defined Goals]]
+
[[Maneuvering]]
+
[[Drop-In/Drop-Out]]
+
[[Drawing Stacks]]
+
[[Freedom of Choice]]
+
[[Power-Ups]]
+
[[Grind Achievements]]
+
 
[[Encouraged Return Visits]]
 
[[Encouraged Return Visits]]
[[Grinding]]
+
 
[[Geometric Progression]]
+
=== Can Modulate ===
[[Game Items]]
+
[[Character Development]],
[[Crafting]]
+
[[Game Items]],
[[Character Development]]
+
[[Pick-Ups]]
+
[[Thematic Consistency]]
+
[[Movement]]
+
[[Chargers]]
+
[[Spawn Points]]
+
[[Camping]]
+
[[Herd]]
+
[[Game Element Trading]]
+
[[Treasure]]
+
 
[[Resources]]
 
[[Resources]]
[[Scores]]
 
[[Rewards]]
 
[[Sustenance Rewards]]
 
[[Goal Hierarchies]]
 
  
 +
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
-
+
[[Freedom of Choice]],
 +
[[Goal Hierarchies]],
 +
[[Grinding]],
 +
[[Player-Defined Goals]]
  
==== with ... ====
+
==== with [[Resource Generators]] or [[Spawn Points]] ====
 +
[[Encouraged Return Visits]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
-
+
[[Character Development]],
 +
[[Game Items]],
 +
[[Resources]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Collections]]
+
[[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 ===
 
=== Can Be Modulated By ===
-
+
[[Camping]],
 +
[[Crafting]],
 +
[[Game Element Trading]],
 +
[[Geometric Progression]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Latest revision as of 08:41, 4 August 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

Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward.

Example: The main actions performed in Pac-Man is moving and collecting pills.

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

-