Collections: Difference between revisions

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== Relations ==
== Relations ==
[[Resources]]
[[Scores]]
[[Dynamic Goal Characteristics]]
=== Can Instantiate ===
=== Can Instantiate ===
[[Collecting]],  
[[Collecting]],  
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==== with [[Goal Achievements]], [[Optional Goals]], or [[Testing Achievements]] ====
==== with [[Goal Achievements]], [[Optional Goals]], or [[Testing Achievements]] ====
[[Grind Achievements]]
[[Grind Achievements]]
==== with [[Resource Generators]] ====
[[Dynamic Goal Characteristics]]
==== with [[Resources]] ====
[[Scores]]


=== Can Modulate ===
=== Can Modulate ===
-


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
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[[Ownership]],  
[[Ownership]],  
[[Save Points]]
[[Save Points]]
=== Possible Closure Effects ===
-


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===

Revision as of 08:28, 4 August 2022

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

Meta Games

Team Elimination

Grind Achievements

Dynamic Goal Characteristics

Scores

Can Modulate

-

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

-

History

An updated version of the pattern Collection 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

-