Collecting

The collecting pattern requires the player to explore an area and locate and collect a digital object. Often collecting requires physical space to be traversed.

In order for the collection to happen, some event in a specific real-world location might have to occur. Examples are the scanning of a QR tag, or approaching a geographical point to trigger a proximity event. The result of the collection event is the acquisition of digital object.

A player might have limited capacity to hold digital objects. This limitation might be used in order to allow for cooperation between players or team forming to emerge. This would allow the players to combine collecting capacities. In any case, limitation in carrying capacity leads to strategic planning in order to be more efficient (e.g. make a smaller number of trips, or cover a wider area faster).

The collecting pattern structures the players' actions in smaller chunks and makes them more manageable.

Collecting can occur over a narrative backdrop. Narrative can rationalize the necessity for locating and collecting a digital_object.

Collecting can be complemented by the combination pattern or be related to economic transaction patterns.

Collection of objects is a regular occurrence in role-playing videogames.


Example

The game Tangling is built around locating, collecting and placing digital tags on real exhibits in a museum of modern art.