Difference between revisions of "Collecting"

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(Relations)
Line 14: Line 14:
  
 
=== Examples ===
 
=== Examples ===
 +
[[Insectopia]]
 +
[[Pirates!]]
 +
[[Pacman must die]]
 +
[[BotFighters]]
  
 
==== Anti-Examples ====
 
==== Anti-Examples ====
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== Relations ==
 
== Relations ==
[[Insectopia]]
 
[[Pirates!]]
 
[[Pacman must die]]
 
[[BotFighters]]
 
 
Instantiated by: [[Transfer of Control]], [[Tools]]
 
 
Modulated by: Herd
 
 
 
[[Player-Defined Goals]]
 
[[Player-Defined Goals]]
 
[[Maneuvering]]
 
[[Maneuvering]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Collections]]
+
[[Collections]],
 +
[[Transfer of Control]],
 +
[[Tools]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 07:37, 19 May 2022

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

This pattern is a still a stub.


Examples

Insectopia Pirates! Pacman must die BotFighters

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Player-Defined Goals Maneuvering Drop-In/Drop-Out Drawing Stacks Freedom of Choice Power-Ups Grind Achievements Encouraged Return Visits Grinding Geometric Progression Game Items Crafting Character Development Pick-Ups Thematic Consistency Movement Chargers Spawn Points Camping Herd Game Element Trading Treasure Resources Scores Rewards Sustenance Rewards Goal Hierarchies

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

Collections, Transfer of Control, Tools

Can Be Modulated By

-

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

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