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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