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

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

Transfer of Control Last Man Standing, Configuration, Collecting Save Points, Ownership

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

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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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