Collections

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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

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

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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

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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

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