Collections

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

This pattern is a still a stub.

Examples

Drakborgen

Example: The WarioWare series focuses on small and quick games that have to be completed in sequence as part of a Collections.

Example: In Decathlon, players have 10 events to complete.

Example: Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the Collection of all pills.

Example: In Lotto, the Collection is completed by getting matching numbers during the draw.

Using the pattern

Compare to Deliver

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Can Instantiate

Collecting, Configuration, Narration Structures, Quests

Meta Games

Team Elimination

Grind Achievements

Dynamic Goal Characteristics

Scores

Can Modulate

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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

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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