Collecting: Difference between revisions
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== Relations == | == Relations == | ||
Instantiates: Hierarchy of Goals, Movement, Collection, Player Defined Goals, Maneuvering | |||
Modulates: Character Development | |||
Instantiated by: Pick-Ups, Transfer of Control, Rewards, Power-Ups, Score, Tools, Resources | |||
Modulated by: Herd, Geometric Rewards for Investments | |||
[Player-Defined Goals] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 07:32, 19 May 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Instantiates: Hierarchy of Goals, Movement, Collection, Player Defined Goals, Maneuvering
Modulates: Character Development
Instantiated by: Pick-Ups, Transfer of Control, Rewards, Power-Ups, Score, Tools, Resources
Modulated by: Herd, Geometric Rewards for Investments
[Player-Defined Goals]
Can Instantiate
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with ...
Can Modulate
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Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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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
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