Collecting: Difference between revisions

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[[Treasure]]
[[Treasure]]


==== Anti-Examples ====
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.
optional
 
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 ===
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== Consequences ==
== Consequences ==
=== Can Instantiate ===
[[Freedom of Choice]],
[[Goal Hierarchies]],
[[Grinding]],
[[Player-Defined Goals]]


== Relations ==
==== with [[Resource Generators]] or [[Spawn Points]] ====
[[Maneuvering]]
[[Drop-In/Drop-Out]]
[[Drawing Stacks]]
[[Encouraged Return Visits]]
[[Encouraged Return Visits]]
[[Crafting]]
[[Thematic Consistency]]
[[Spawn Points]]


=== Can Modulate ===
[[Character Development]],
[[Game Items]],
[[Resources]]
== Relations ==
=== Can Instantiate ===
=== Can Instantiate ===
[[Freedom of Choice]],  
[[Freedom of Choice]],  
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[[Player-Defined Goals]]
[[Player-Defined Goals]]


==== with ... ====
==== with [[Resource Generators]] or [[Spawn Points]] ====
[[Encouraged Return Visits]]


=== Can Modulate ===
=== Can Modulate ===
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=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Chargers]],
[[Collections]],  
[[Collections]],  
[[Drawing Stacks]],
[[Grind Achievements]],  
[[Grind Achievements]],  
[[Herd]],  
[[Herd]],  
[[Movement]],  
[[Movement]],  
[[Pick-Ups]],
[[Power-Ups]],  
[[Power-Ups]],  
[[Rewards]],  
[[Rewards]],  
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[[Transfer of Control]],  
[[Transfer of Control]],  
[[Tools]]
[[Tools]]
[[Maneuvering]] together with [[Chargers]] or [[Pick-Ups]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===
[[Camping]],  
[[Camping]],  
[[Crafting]],
[[Game Element Trading]],  
[[Game Element Trading]],  
[[Geometric Progression]]
[[Geometric Progression]]

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

Encouraged Return Visits

Can Modulate

Character Development, Game Items, Resources

Relations

Can Instantiate

Freedom of Choice, Goal Hierarchies, Grinding, Player-Defined Goals

Encouraged Return Visits

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

-