Collecting

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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 Resources Scores Rewards Sustenance Rewards Goal Hierarchies

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

Collections, Transfer of Control, Tools

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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