Collecting: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
Line 39: Line 39:
[[Crafting]]
[[Crafting]]
[[Thematic Consistency]]
[[Thematic Consistency]]
[[Spawn Points]]


=== Can Instantiate ===
=== Can Instantiate ===
Line 47: Line 46:
[[Player-Defined Goals]]
[[Player-Defined Goals]]


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


=== Can Modulate ===
=== Can Modulate ===

Revision as of 08:10, 17 June 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

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Drop-In/Drop-Out Drawing Stacks Encouraged Return Visits Crafting Thematic Consistency

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, 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, 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

-