Collections
From gdp3
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Anti-Examples
optional
Using the pattern
Compare to Deliver
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Achievements Open Destiny Enemies Testing Achievements Grind Achievements Goal Achievements Quests Sets Pick-Ups Resources Last Man Standing Scores Eliminate Team Elimination Configuration Dynamic Goal Characteristics Optional Goals Gain Ownership Collecting
To inject into: Narration Structures
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
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Can Be Modulated By
Possible Closure Effects
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Potentially Conflicting With
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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
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