Difference between revisions of "Collecting"

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(Relations)
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== Relations ==
 
== Relations ==
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Instantiates: Hierarchy of Goals, Movement, Collection, Player Defined Goals, Maneuvering
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Modulates: Character Development
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Instantiated by: Pick-Ups, Transfer of Control, Rewards, Power-Ups, Score, Tools, Resources
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Modulated by: Herd, Geometric Rewards for Investments
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[Player-Defined Goals]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 07:32, 19 May 2022

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

This pattern is a still a stub.


Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Hierarchy of Goals, Movement, Collection, Player Defined Goals, Maneuvering

Modulates: Character Development

Instantiated by: Pick-Ups, Transfer of Control, Rewards, Power-Ups, Score, Tools, Resources

Modulated by: Herd, Geometric Rewards for Investments

[Player-Defined Goals]

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

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

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

Acknowledgements

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