Difference between revisions of "Collections"

From gdp3
Jump to: navigation, search
(Using the pattern)
Line 27: Line 27:
  
 
Compare to [[Deliver]]
 
Compare to [[Deliver]]
 +
 +
[[Collections]] focus upon getting a number of [[Game Items]]
 +
 +
Deliver differs from Collections in that the focus is on specific game elements that needs to be moved to specific places. Collections in contrast focus upon having game elements together,
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 07:25, 9 August 2022

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

This pattern is a still a stub.

Examples

Drakborgen

Example: The WarioWare series focuses on small and quick games that have to be completed in sequence as part of a Collection.

Example: In Decathlon, players have 10 events to complete.

Example: Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the Collection of all pills.

Example: In Lotto, a Collection is completed by getting matching numbers during a draw.

Using the pattern

Compare to Deliver

Collections focus upon getting a number of Game Items

Deliver differs from Collections in that the focus is on specific game elements that needs to be moved to specific places. Collections in contrast focus upon having game elements together,

Can Be Instantiated By

Achievements, Enemies, Gain Ownership, Last Man Standing, Open Destiny, Pick-Ups, Sets, Transfer of Control

Can Be Modulated By

Ownership, Save Points

Diegetic Aspects

Interface Aspects

Narration Aspects

Can Instantiate: Narration Structures

Consequences

Can Instantiate

Collecting, Configuration, Narration Structures, Quests

with Achievements

Meta Games

with Eliminate

Team Elimination

with Goal Achievements, Optional Goals, or Testing Achievements

Grind Achievements

with Resource Generators

Dynamic Goal Characteristics

with Resources

Scores

Relations

Can Instantiate

Collecting, Configuration, Narration Structures, Quests

with Achievements

Meta Games

with Eliminate

Team Elimination

with Goal Achievements, Optional Goals, or Testing Achievements

Grind Achievements

with Resource Generators

Dynamic Goal Characteristics

with Resources

Scores

Can Modulate

-

Can Be Instantiated By

Achievements, Enemies, Gain Ownership, Last Man Standing, Open Destiny, Pick-Ups, Sets, Transfer of Control

Can Be Modulated By

Ownership, Save Points

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

-