Collecting
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
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with ...
Can Modulate
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Can Be Instantiated By
Collections, Transfer of Control, Tools
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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