Collecting: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
Line 14: Line 14:


=== Examples ===
=== Examples ===
[[Insectopia]]
[[Pirates!]]
[[Pacman must die]]
[[BotFighters]]


==== Anti-Examples ====
==== Anti-Examples ====
Line 29: Line 33:


== Relations ==
== Relations ==
[[Insectopia]]
[[Pirates!]]
[[Pacman must die]]
[[BotFighters]]
Instantiated by: [[Transfer of Control]], [[Tools]]
Modulated by: Herd
[[Player-Defined Goals]]
[[Player-Defined Goals]]
[[Maneuvering]]
[[Maneuvering]]
Line 75: Line 70:


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Collections]]
[[Collections]],
[[Transfer of Control]],
[[Tools]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 07:37, 19 May 2022

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.


Examples

Insectopia Pirates! Pacman must die BotFighters

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Player-Defined Goals Maneuvering Drop-In/Drop-Out Drawing Stacks Freedom of Choice Power-Ups Grind Achievements Encouraged Return Visits Grinding Geometric Progression Game Items Crafting Character Development Pick-Ups Thematic Consistency Movement Chargers Spawn Points Camping Herd Game Element Trading Treasure Resources Scores Rewards Sustenance Rewards Goal Hierarchies

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

Collections, Transfer of Control, Tools

Can Be Modulated By

-

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

-