Collecting: Difference between revisions
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[[Pacman must die]] | [[Pacman must die]] | ||
[[BotFighters]] | [[BotFighters]] | ||
[[Treasure]] | |||
Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward. | |||
Example: The main actions performed in Pac-Man is moving and collecting pills. | |||
== Using the pattern == | == Using the pattern == | ||
=== Can Be Instantiated By === | |||
[[Collections]], | |||
[[Drawing Stacks]], | |||
[[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]], | |||
[[Crafting]], | |||
[[Game Element Trading]], | |||
[[Geometric Progression]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
| Line 31: | Line 54: | ||
== Consequences == | == Consequences == | ||
=== Can Instantiate === | |||
[[Freedom of Choice]], | |||
[[Goal Hierarchies]], | |||
[[Grinding]], | |||
[[Player-Defined Goals]] | |||
== | ==== with [[Resource Generators]] or [[Spawn Points]] ==== | ||
[[ | |||
[[ | |||
[[Encouraged Return Visits]] | [[Encouraged Return Visits]] | ||
=== Can Modulate === | |||
[[Character Development]], | |||
[[Game Items]], | |||
[[Character Development]] | |||
[[Game | |||
[[Resources]] | [[Resources]] | ||
== Relations == | |||
=== Can Instantiate === | === Can Instantiate === | ||
- | [[Freedom of Choice]], | ||
[[Goal Hierarchies]], | |||
[[Grinding]], | |||
[[Player-Defined Goals]] | |||
==== with | ==== with [[Resource Generators]] or [[Spawn Points]] ==== | ||
[[Encouraged Return Visits]] | |||
=== Can Modulate === | === Can Modulate === | ||
[[Character Development]], | |||
[[Game Items]], | |||
[[Resources]] | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Collections]], | [[Collections]], | ||
[[Drawing Stacks]], | |||
[[Grind Achievements]], | |||
[[Herd]], | |||
[[Movement]], | |||
[[Power-Ups]], | |||
[[Rewards]], | |||
[[Scores]], | |||
[[Sustenance Rewards]], | |||
[[Transfer of Control]], | [[Transfer of Control]], | ||
[[Tools]] | [[Tools]] | ||
[[Maneuvering]] together with [[Chargers]] or [[Pick-Ups]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
[[Camping]], | |||
[[Crafting]], | |||
[[Game Element Trading]], | |||
[[Geometric Progression]] | |||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
Latest revision as of 08:41, 4 August 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
Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward.
Example: The main actions performed in Pac-Man is moving and collecting pills.
Using the pattern
Can Be Instantiated By
Collections, Drawing Stacks, 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, Crafting, Game Element Trading, Geometric Progression
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals
with Resource Generators or Spawn Points
Can Modulate
Character Development, Game Items, Resources
Relations
Can Instantiate
Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals
with Resource Generators or Spawn Points
Can Modulate
Character Development, Game Items, Resources
Can Be Instantiated By
Collections, Drawing Stacks, 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, Crafting, 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<ref name="Bjork & Holopainen 2004"/>.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
-