Difference between revisions of "Collections"

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(Relations)
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== Using the pattern ==
 
== Using the pattern ==
 +
 +
Compare to [[Deliver]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===

Revision as of 07:38, 3 August 2022

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

This pattern is a still a stub.

Examples

Drakborgen

Anti-Examples

optional

Using the pattern

Compare to Deliver

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Achievements Open Destiny Enemies Testing Achievements Grind Achievements Goal Achievements Quests Sets Pick-Ups Resources Last Man Standing Scores Eliminate Team Elimination Configuration Dynamic Goal Characteristics Optional Goals Gain Ownership Collecting

To inject into: Narration Structures

Can Instantiate

Collecting,

with ...

Can Modulate

Can Be Instantiated By

-

Can Be Modulated By

Ownership, Save Points

Possible Closure Effects

-

Potentially Conflicting With

-

History

An updated version of the pattern Collection 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

-