Collections: Difference between revisions

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== Relations ==
== Relations ==


[[Testing Achievements]]
 
[[Grind Achievements]]
[[Goal Achievements]]
[[Resources]]
[[Resources]]
[[Scores]]
[[Scores]]
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[[Narration Structures]],  
[[Narration Structures]],  
[[Quests]]
[[Quests]]


==== with [[Achievements]] ====
==== with [[Achievements]] ====
[[Meta Games]]
[[Meta Games]]
==== with [[Goal Achievements]], [[Optional Goals]], or [[Testing Achievements]] ====
[[Grind Achievements]]


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

Revision as of 08:24, 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

Resources Scores Eliminate Team Elimination Dynamic Goal Characteristics Optional Goals

Can Instantiate

Collecting, Configuration, Narration Structures, Quests

Meta Games

Grind Achievements

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

Possible Closure Effects

-

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

-