The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
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
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
An updated version of the pattern Collecting that was part of the original collection in the book Patterns in Game Design.
- Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.