Difference between revisions of "Collecting"

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(Relations)
(Relations)
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== Relations ==
 
== Relations ==
[[Maneuvering]]
 
 
[[Drop-In/Drop-Out]]
 
[[Drop-In/Drop-Out]]
 
[[Drawing Stacks]]
 
[[Drawing Stacks]]
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
[[Chargers]],
 
 
[[Collections]],  
 
[[Collections]],  
 
[[Grind Achievements]],  
 
[[Grind Achievements]],  
 
[[Herd]],  
 
[[Herd]],  
 
[[Movement]],  
 
[[Movement]],  
[[Pick-Ups]],
 
 
[[Power-Ups]],  
 
[[Power-Ups]],  
 
[[Rewards]],  
 
[[Rewards]],  
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[[Transfer of Control]],  
 
[[Transfer of Control]],  
 
[[Tools]]
 
[[Tools]]
 +
 +
[[Maneuvering]] together with [[Chargers]] or [[Pick-Ups]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 08:08, 17 June 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

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Drop-In/Drop-Out Drawing Stacks Encouraged Return Visits Crafting Thematic Consistency Spawn Points

Can Instantiate

Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals

with ...

Can Modulate

Character Development, Game Items, Resources

Can Be Instantiated By

Collections, 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, 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

-