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		<id>http://virt10.itu.chalmers.se/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Karl+Bergstr%C3%B6m</id>
		<title>gdp3 - User contributions [en]</title>
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		<updated>2026-05-05T05:34:32Z</updated>
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	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=919</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=919"/>
				<updated>2010-01-28T09:47:52Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]]. When the game begins, each player in turn selects a character, each with [[Assymetric_Abilities|different abilities]]. They also [[Randomness|randomly]] draw a (some characters have you draw more than one) card which they [[Assymetric_Information|may not show to the other players]] (this can also be seen as a limitation to the [[Communication_Channel|Communication Channel]], as certain information may not be transmitted). This card informs the player what [[Team]] he or she is on. After roughly half the game (a third, if using the expansion) the players draw another card (again, some characters have you draw more than one) which may reaffirm or change their allegiance to their team.&lt;br /&gt;
&lt;br /&gt;
The game progresses in [[Player_Turn|turns]] in wich the players draw skill cards, execute one movement [[Action]] and one card, board or character action. If the player is human, he or she then draws a &amp;quot;crisis&amp;quot; card, wich all present some sort of difficulty for the human team. These can lead to the loss of [[Recources]], the depletion of which loses the game for the humans. It can also lead to a challenge, in which the players secretly commit to contribute or hinder the successful resolution - generally the humans wish for a successful resolution, and the cylons for an unsuccessful. The contribution comes in the form of skill cards, making them a valuable [[Resource]]. &lt;br /&gt;
&lt;br /&gt;
Some of the avaliable actions relate directly to the fact that the two sides are hidden from each other until discovered; players may send other players into jail, for example, sevely [[Limited_Ability|limiting]] what they can do. With the expansion, [[???|players may also kill other characters]] but these are replaced; the game does not have [[Player_Elimination]]. This leads to ample [[Negotiation]] as players look to deduct who is friend, and who is foe, who it is safe to [[Cooperation|cooperate]] with, and who it is not. There will also at least initially be an atmosphere of [[Inherent_Mistrust|Inherent Mistrust]], since anyone could be on the other team. The cylon team has much to gain from earning the [[Trust]] of the other players, giving them more room to [[Sabotage]] the communal effort; there will be much [[Bluff|bluffing]]. If a player manages to deduce who is on his or her team, this person usually becomes a [[Trusted_Collaborator|Trusted Collaborator]], and as the game draws to a close, the players on both teams are generally known.&lt;br /&gt;
&lt;br /&gt;
The cylons also have the ability to reveal themselves in an act of [[Betrayal]], giving them access to a set of new abilities, but excluding them from others.&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=918</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=918"/>
				<updated>2010-01-28T09:12:46Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]]. When the game begins, each player in turn selects a character, each with [[Assymetric_Abilities|different abilities]]. They also [[Randomness|randomly]] draw a (some characters have you draw more than one) card which they [[Assymetric_Information|may not show to the other players]]. This card informs the player what team he or she is on. After roughly half the game (a third, if using the expansion) the players draw another card (again, some characters have you draw more than one) which may reaffirm or change their allegiance to their team.&lt;br /&gt;
&lt;br /&gt;
The game progresses in [[Player_Turn|turns]] in wich the players draw skill cards, execute one movement [[Action]] and one card, board or character action. If the player is human, he or she then draws a &amp;quot;crisis&amp;quot; card, wich all present some sort of difficulty for the human team. These can lead to the loss of [[Recources]], the depletion of which loses the game for the humans. It can also lead to a challenge, in which the players secretly commit to contribute or hinder the successful resolution - generally the humans wish for a successful resolution, and the cylons for an unsuccessful. The contribution comes in the form of skill cards, making them a valuable [[Resource]]. &lt;br /&gt;
&lt;br /&gt;
Some of the avaliable actions relate directly to the fact that the two sides are hidden from each other until discovered; players may send other players into jail, for example, sevely [[Limited_Ability|limiting]] what they can do. With the expansion, [[???|players may also kill other characters]] but these are replaced; the game does not have [[Player_Elimination]]. This leads to ample [[Negotiation]] as players look to deduct who is friend, and who is foe, who it is safe to [[Cooperation|cooperate]] with, and who it is not. The cylon team has much to gain from earning the [[Trust]] of the other players, giving them more room to [[Sabotage]] the communal effort.&lt;br /&gt;
&lt;br /&gt;
The cylons also have the ability to reveal themselves, giving them a set of new abilities, &lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=917</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=917"/>
				<updated>2010-01-27T13:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]]. When the game begins, each player in turn selects a character, each with [[Assymetric_Abilities|different abilities]]. They also [[Randomness|randomly]] draw a (some characters have you draw more than one) card which they [[Assymetric_Information|may not show to the other players]]. This card informs the player what team he or she is on. After roughly half the game (a third, if using the expansion) the players draw another card (again, some characters have you draw more than one) which may reaffirm or change their allegiance to their team.&lt;br /&gt;
&lt;br /&gt;
The game progresses in [[Player_Turn|turns]] in wich the players draw skill cards, execute one movement [[Action]] and one card, board or character action. If the player is human, he or she then draws a &amp;quot;crisis&amp;quot; card, wich all present some sort of difficulty for the human team. These can lead to the loss of [[Recources]], the depletion of which loses the game for the humans. It can also lead to a challenge, in which the players secretly commit to contribute or hinder the successful resolution - generally the humans wish for a successful resolution, and the cylons for an unsuccessful. The contribution comes in the form of skill cards, making them a valuable [[Resource]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=916</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=916"/>
				<updated>2010-01-27T13:56:18Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]]. When the game begins, each player in turn selects a character, each with [[Assymetric_Abilities|different abilities]]. They also [[Randomness|randomly]] draw a (some characters have you draw more than one) card which they [[Assymetric_Information|may not show to the other players]]. This card informs the player what team he or she is on. After roughly half the game (a third, if using the expansion) the players draw another card (again, some characters have you draw more than one) which may reaffirm or change their allegiance to their team.&lt;br /&gt;
&lt;br /&gt;
The game progresses in [[Player_Turn|turns]] in wich the players draw cards, execute one movement [[Action]] and one card, board or character action. If the player is human, he or she then draws a &amp;quot;crisis&amp;quot; card, wich all present some sort of difficulty for the human team. These can lead to the loss of [[Recources]], the depletion of which loses the game for the humans. It can also lead to a challenge, in which the players secretly commit to contribute or hinder the successful resolution - generally the humans wish for a successful resolution, and the cylons for an unsuccessful. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=915</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=915"/>
				<updated>2010-01-27T13:48:50Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]]. When the game begins, each player in turn selects a character, each with [[Assymetric_Abilities|different abilities]]. They also [[Randomness|randomly]] draw a (some characters have you draw more than one) card which they [[Assymetric_Information|may not show to the other players]]. This card informs the player what team he or she is on. After roughly half the game (a third, if using the expansion) the players draw another card (again, some characters have you draw more than one) which may reaffirm or change their allegiance to their team.&lt;br /&gt;
&lt;br /&gt;
The game progresses in [[Player_Turn|turns]] in wich the players draw cards, execute one movement [[Action]] and one card, board or character action. If the player is human, he or she then draws a &amp;quot;crisis&amp;quot; card, wich all present some sort of difficulty for the human team. Some of the crisis cards presents a player (either the current player or a player with a specific [[In-game Role]]). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=914</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=914"/>
				<updated>2010-01-27T12:52:50Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]]. When the game begins, each player in turn selects a character, each with [[Assymetric_Abilities|different abilities]]. They also [[Randomness|randomly]] draw a card which they [[Assymetric_Information|may not show to the other players]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=913</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=913"/>
				<updated>2010-01-27T12:49:57Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]]. When the game begins, each player in turn selects a character, each with [[Assymetric_Abilities|different abilities]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=912</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=912"/>
				<updated>2010-01-27T12:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The game progresses in two distinct stages, three if using the expansion. The first two are very similar, but differ in how much is known about the [[Team|Teams]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=911</id>
		<title>Battlestar Galactica: The Board Game</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Battlestar_Galactica:_The_Board_Game&amp;diff=911"/>
				<updated>2010-01-27T12:32:51Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: Created page with 'Category:Games Category:Needs work  == Brief == ''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons,…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
&lt;br /&gt;
== Brief ==&lt;br /&gt;
''In Battlestar Galactica, two teams, the humans and the cylons (not necessarily comprised of solely humans and/or cylons, though...), try to reach their destination, or keep this from happening, respectively. Before roughly midgame, however, who is on what team is not necessarily set, and throughout the game, information on the teams is strictly limited, leading to an atmosphere of trust, mistrust, accusation and betrayal.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
''With references to patterns.''&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 1 ===&lt;br /&gt;
&lt;br /&gt;
=== Example Game Mode 2 ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources that describe the game, e.g. Wikipedia entries.&lt;br /&gt;
&lt;br /&gt;
== Contributions ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=910</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=910"/>
				<updated>2010-01-19T12:51:51Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: [[Common Goal]], [[Limited Set of Actions]], [[Difficulty Settings]], (rewarded) [[Simultaneity]], [[Time Limits]]&lt;br /&gt;
&lt;br /&gt;
Dynamical: [[Cooperation]], [[Synergy]], [[Communication]], [[Time Pressure]]&lt;br /&gt;
&lt;br /&gt;
Aesthetical: [[Lack of cooperation frustration]], [[Group strategy identification]], [[FUBAR enjoyment]], [[Overwhelming Failiure enjoyment]], [[Group fulfilment]], tension enjoyment(?)&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Actions|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=909</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=909"/>
				<updated>2010-01-19T10:46:47Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* The Mechanics-Dynamics-Aesthetics Progression (focusing on the &amp;quot;Camraderie&amp;quot; aesthetic) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: [[Common Goal]], [[Limited Set of Actions]], [[Difficulty Settings]], (rewarded) [[Simultaneity]], [[Time Limits]]&lt;br /&gt;
&lt;br /&gt;
Dynamical: [[Cooperation]], [[Synergy]], [[Communication]], [[Time Pressure]]&lt;br /&gt;
&lt;br /&gt;
Aesthetical: [[Lack of cooperation frustration]], [[Group strategy identification]], [[FUBAR enjoyment]], [[Overwhelming Failiure enjoyment]], [[Group fulfilment]], tension enjoyment(?)&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Actions|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
=== The Mechanics-Dynamics-Aesthetics Progression (focusing on the &amp;quot;Camraderie&amp;quot; aesthetic) ===&lt;br /&gt;
&lt;br /&gt;
It is not difficult to follow a Mechanics-Dynamics-Aesthetics Progression, at least when it comes to the Camraderie aesthetic (ref Lundberg, 2009), in Space Alert. Beginning with the mechanics side, there are [[Common Goal|Common Goals]] (if the ship survives the twelve turns, all players win the game. There is no way to quantitatively separate one players performance from the others), [[Limited Set of Actions]] (each player is dealt a hand of cards, and he or she may only take the actions depicted on those cards), [[Difficulty Settings]] (the difficulty can be tailored to fit each player groups skill level), (rewarded) [[Simultaneity]] (if players do the same action in the same round, they are rewarded with greater results, and sometimes this is even necessary with greater threats) and [[Time Limits]] (the game has a strict time limit).&lt;br /&gt;
&lt;br /&gt;
From these follows a set of dynamical patterns, observed in every game: [[Cooperation]] (as a result of the common goals, the limited set of actions - one player cannot do everything - and the rewarded simultaneity, players need to cooperate or they will most likely loose the game), [[Synergy]] (the rewarded simultaneity and the limited set of actions lead to synergy between the players; two or more players can clearly accomplish more than they could on their own), [[Communication]] (communication clearly eases cooperation, and although the players might not agree, it is always there in some form, albeit sometimes dysfunctional) and [[Time Pressure]] (the time limit will create time pressure, given that the difficulty level is right for the group)&lt;br /&gt;
&lt;br /&gt;
In turn, these give rise to the aesthetical patterns, of which [[Lack of cooperation frustration]] (the frustration experienced when the group fails to cooperate for whatever reason, but often lack of or inadequate communication), [[Group strategy identification]] (the enjoyment of identifying strategies for the group, particularly areas of synergy between players), [[FUBAR enjoyment]] (the special sort of fun to be had when things seem to be going wrong in many places at once, a special type of tension. Necessitates that the difficulty level is set correctly for the players), [[Overwhelming Failiure enjoyment]] (the special joy of failing in a spectacular and/or interesting way), [[Group fulfilment]] (a product of cooperation and communication; the joy of being and accomplishing things in a group) and [[Tension]] (the phenomenological acpect of time pressure, at least for most people) are included here.&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=908</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=908"/>
				<updated>2010-01-19T09:24:16Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* The Mechanics-Dynamics-Aesthetics Progression (focusing on the &amp;quot;Camraderie&amp;quot; aesthetic) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: [[Common Goal]], [[Limited Set of Actions]], [[Difficulty Settings]], (rewarded) [[Simultaneity]], [[Time Limits]]&lt;br /&gt;
&lt;br /&gt;
Dynamical: [[Cooperation]], [[Synergy]], [[Communication]], [[Time Pressure]]&lt;br /&gt;
&lt;br /&gt;
Aesthetical: [[Lack of cooperation frustration]], [[Group strategy identification]], [[FUBAR enjoyment]], [[Overwhelming Failiure enjoyment]], [[Group fulfilment]], tension enjoyment(?)&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Actions|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
=== The Mechanics-Dynamics-Aesthetics Progression (focusing on the &amp;quot;Camraderie&amp;quot; aesthetic) ===&lt;br /&gt;
&lt;br /&gt;
It is not difficult to follow a Mechanics-Dynamics-Aesthetics Progression, at least when it comes to the Camraderie aesthetic, in Space Alert. Beginning with the mechanics side, there are [[Common Goal|Common Goals]] (if the ship survives the twelve turns, all players win the game. There is no way to quantitatively separate one players performance from the others), [[Limited Set of Actions]] (each player is dealt a hand of cards, and he or she may only take the actions depicted on those cards), [[Difficulty Settings]] (the difficulty can be tailored to fit each player groups skill level), (rewarded) [[Simultaneity]] (if players do the same action in the same round, they are rewarded with greater results, and sometimes this is even necessary with greater threats), [[Time Limits]] (the game has a strict time limit).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=907</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=907"/>
				<updated>2010-01-19T09:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: [[Common Goal]], [[Limited Set of Actions]], [[Difficulty Settings]], (rewarded) [[Simultaneity]], [[Time Limits]]&lt;br /&gt;
&lt;br /&gt;
Dynamical: [[Cooperation]], [[Synergy]], [[Communication]], [[Time Pressure]]&lt;br /&gt;
&lt;br /&gt;
Aesthetical: [[Lack of cooperation frustration]], [[Group strategy identification]], [[FUBAR enjoyment]], [[Overwhelming Failiure enjoyment]], [[Group fulfilment]], tension enjoyment(?)&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Actions|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
=== The Mechanics-Dynamics-Aesthetics Progression (focusing on the &amp;quot;Camraderie&amp;quot; aesthetic) ===&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Spectacular_Failure_Enjoyment&amp;diff=906</id>
		<title>Spectacular Failure Enjoyment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Spectacular_Failure_Enjoyment&amp;diff=906"/>
				<updated>2010-01-18T15:57:44Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical_Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The enjoyment to be had when you and/or your group fail in a spectacular way''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Spectacular_Failure_Enjoyment&amp;diff=905</id>
		<title>Spectacular Failure Enjoyment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Spectacular_Failure_Enjoyment&amp;diff=905"/>
				<updated>2010-01-18T15:56:45Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical_Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Team_Strategy_Identification&amp;diff=903</id>
		<title>Team Strategy Identification</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Team_Strategy_Identification&amp;diff=903"/>
				<updated>2010-01-18T15:55:44Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical_Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''The joy of discovering/working out group strategies, often identifying possible [[Synergy|Synergies]]''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=902</id>
		<title>Team Accomplishments</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=902"/>
				<updated>2010-01-18T15:55:17Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical_Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The fulfilment experienced when being part of and accomplishing something as a group''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=901</id>
		<title>FUBAR Enjoyment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=901"/>
				<updated>2010-01-18T15:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical_Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of [[Tension]]''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights b&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Role_Fulfillment&amp;diff=900</id>
		<title>Role Fulfillment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Role_Fulfillment&amp;diff=900"/>
				<updated>2010-01-18T15:53:53Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''The fulfilment experienced when being good at your assigned or implicit role in a group, or the frustration experienced when you have fulfilled your role, but the group still fails''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=899</id>
		<title>Team Accomplishments</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=899"/>
				<updated>2010-01-18T15:48:59Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The fulfilment experienced when being part of and accomplishing something as a group''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=898</id>
		<title>Team Accomplishments</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=898"/>
				<updated>2010-01-18T15:48:40Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The fulfilment experienced by being part of and accomplishing something as a group''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=897</id>
		<title>FUBAR Enjoyment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=897"/>
				<updated>2010-01-18T15:39:31Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of [[Tension]]''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights b&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=896</id>
		<title>FUBAR Enjoyment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=896"/>
				<updated>2010-01-18T15:38:57Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The enjoyment experienced when things are not going your way, but you are still in the fight''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights b&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Team_Strategy_Identification&amp;diff=895</id>
		<title>Team Strategy Identification</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Team_Strategy_Identification&amp;diff=895"/>
				<updated>2010-01-18T15:12:00Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Aesthetical]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''The joy of discovering/working out group strategies, often identifying possible [[Synergy|Synergies]]''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=892</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=892"/>
				<updated>2010-01-18T15:00:31Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: [[Common Goal]], [[Limited Set of Actions]], [[Difficulty Settings]], (rewarded) [[Simultaneity]], [[Time Limits]]&lt;br /&gt;
&lt;br /&gt;
Dynamical: [[Cooperation]], [[Synergy]], [[Communication]], [[Time Pressure]]&lt;br /&gt;
&lt;br /&gt;
Aesthetical: [[Lack of cooperation frustration]], [[Group strategy identification]], [[FUBAR enjoyment]], [[Overwhelming Failiure enjoyment]], [[Group fulfilment]], tension enjoyment(?)&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Actions|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=891</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=891"/>
				<updated>2010-01-18T14:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Main Gameplay Design Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: [[Common Goal]], Disparate abilities, difficulty level, multi-agent requirement, time-limit&lt;br /&gt;
&lt;br /&gt;
Dynamical: Cooperation, Synergy, Varying strategy, Communication, Time-pressure&lt;br /&gt;
&lt;br /&gt;
Aesthetical: Lack of coop frustration, group strategy identification, FUBAR enjoyment, overwhelming failiure enjoyment, group fulfilment, tension enjoyment&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Talk:Space_Alert&amp;diff=890</id>
		<title>Talk:Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Talk:Space_Alert&amp;diff=890"/>
				<updated>2010-01-18T14:49:27Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added some patterns (thought of it will doing Challenging Gameplay) --[[User:Staffan Björk|Staffan Björk]] 10:18, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure about the spatial immersion... --[[User:Staffan Björk|Staffan Björk]] 10:18, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Replaced &amp;quot;Social Interaction&amp;quot; with &amp;quot;Communication&amp;quot; - imho, &amp;quot;social interaction&amp;quot; is non-gameplay related communication. Have included draft of Mech-Dyn-Aes progression under &amp;quot;Main&amp;quot; heading. --[[User:Karl Bergström|Karl Bergström]] 14:41, 18 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=889</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=889"/>
				<updated>2010-01-18T14:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Main Gameplay Design Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: Common Goals, Disparate abilities, difficulty level, multi-agent requirement, time-limit&lt;br /&gt;
&lt;br /&gt;
Dynamical: Cooperation, Synergy, Varying strategy, Communication, Time-pressure&lt;br /&gt;
&lt;br /&gt;
Aesthetical: Lack of coop frustration, group strategy identification, FUBAR enjoyment, overwhelming failiure enjoyment, group fulfilment, tension enjoyment&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=888</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=888"/>
				<updated>2010-01-18T14:46:37Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Main Gameplay Design Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: Common Goals, Disparate abilities, difficulty level, multi-agent requirement&lt;br /&gt;
&lt;br /&gt;
Dynamical: Cooperation, Synergy, Varying strategy, Communication, Lack of time&lt;br /&gt;
&lt;br /&gt;
Aesthetical: Lack of coop frustration, group strategy identification, FUBAR enjoyment, overwhelming failiure enjoyment, group fulfilment, tension enjoyment&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=887</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=887"/>
				<updated>2010-01-18T14:46:16Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Main Gameplay Design Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]]&lt;br /&gt;
&lt;br /&gt;
Mechanical: Common Goals, Disparate abilities, difficulty level, multi-agent requirement&lt;br /&gt;
Dynamical: Cooperation, Synergy, Varying strategy, Communication, Lack of time&lt;br /&gt;
Aesthetical: Lack of coop frustration, group strategy identification, FUBAR enjoyment, overwhelming failiure enjoyment, group fulfilment, tension enjoyment&lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Talk:Space_Alert&amp;diff=886</id>
		<title>Talk:Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Talk:Space_Alert&amp;diff=886"/>
				<updated>2010-01-18T14:41:51Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added some patterns (thought of it will doing Challenging Gameplay) --[[User:Staffan Björk|Staffan Björk]] 10:18, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure about the spatial immersion... --[[User:Staffan Björk|Staffan Björk]] 10:18, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Replaced &amp;quot;Social Interaction&amp;quot; with &amp;quot;Communication&amp;quot; - imho, &amp;quot;social interaction&amp;quot; is non-gameplay related communication. --[[User:Karl Bergström|Karl Bergström]] 14:41, 18 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=885</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=885"/>
				<updated>2010-01-18T14:40:25Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not feasible given the time restraints.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=884</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=884"/>
				<updated>2010-01-18T14:39:44Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and at the same time each time a mission is played, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location, such as launching in a fighter or activating internal security. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Communication]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Communication]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=883</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=883"/>
				<updated>2010-01-18T14:32:59Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [[Communicating|Communication]] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and the same time each time a mission is play, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=882</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=882"/>
				<updated>2010-01-18T14:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a board game from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. Players take the roles of crew members on a spaceship and have to work together to save themselves against enemies and other dangers. Besides being cooperative, it is noteworthy in the first part of the game is played under time stress through use of recordings on a CD-ROM. The game has been commercial successful and an expansion is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The diegesis of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for 12 turns despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. The overarching structure of the game consists of a planning phase, where players in [[Real-Time Games|real-time]] try to coordinate what they should do by placing action [[Cards]] while being updated about future threats, and a [[Turn-Based Games|turn-based]] resolution phase, where the players perform their actions and notice if they have succeeded in cooperating against the threats.&lt;br /&gt;
&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
This phase is played out while listening to a sound track and ends when the recording ends. The sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, but also when players may do or not do specific actions, specifically [[Trading]] of [[Cards]], drawing an extra card, or [Communicating|Communication] (Communication between the players can be banned for a short period of time). &lt;br /&gt;
&lt;br /&gt;
Although all events occur in the same sequence and the same time each time a mission is play, the missions have [[Replayability]] since the exact nature of the enemy or obstacle is [[Randomness|random]] through being drawn from a [[Drawing Stacks|Drawing Stack]].&lt;br /&gt;
&lt;br /&gt;
Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
In this phase players enact the orders from the previous phase in a strictly [[Turn-Based Games|turn-based]] fashion. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realize that their actions are uncoordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=878</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=878"/>
				<updated>2010-01-14T10:15:18Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a boardgame from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. An expansion to the popular game is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time Limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=877</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=877"/>
				<updated>2010-01-14T10:14:38Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a boardgame from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. An expansion to the popular game is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time_limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=876</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=876"/>
				<updated>2010-01-14T10:14:04Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a boardgame from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. An expansion to the popular game is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=875</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=875"/>
				<updated>2010-01-14T10:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Real Time Action Planning Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a boardgame from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. An expansion to the popular game is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time-limits|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=874</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=874"/>
				<updated>2010-01-14T10:13:03Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Brief */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
Space Alert is a boardgame from Czech game designer Vlaada Chvátil, and was published in 2008 under several publishers in different countries. An expansion to the popular game is planned for early 2010.&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time-limit|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=871</id>
		<title>FUBAR Enjoyment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=FUBAR_Enjoyment&amp;diff=871"/>
				<updated>2010-01-14T09:56:44Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: Created page with 'Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples  ''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''  Short paragra…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights b&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Spectacular_Failure_Enjoyment&amp;diff=870</id>
		<title>Spectacular Failure Enjoyment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Spectacular_Failure_Enjoyment&amp;diff=870"/>
				<updated>2010-01-14T09:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: Created page with 'Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples  ''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''  Short paragra…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=869</id>
		<title>Team Accomplishments</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Team_Accomplishments&amp;diff=869"/>
				<updated>2010-01-14T09:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: Created page with 'Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples  ''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''  Short paragra…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Team_Strategy_Identification&amp;diff=868</id>
		<title>Team Strategy Identification</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Team_Strategy_Identification&amp;diff=868"/>
				<updated>2010-01-14T09:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: Created page with 'Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples ----  ''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''  Short pa…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Role_Fulfillment&amp;diff=867</id>
		<title>Role Fulfillment</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Role_Fulfillment&amp;diff=867"/>
				<updated>2010-01-14T09:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: Created page with 'Category:Patterns Category:Needs work (use this if that pattern isn't finished) Category:Needs revision (use this if that pattern is complete but only one person has …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
(use this if that pattern isn't finished)&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
(use this if that pattern is complete but only one person has gone through this)&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
(use this if the pattern needs more examples)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
Short paragraph giving the description of the pattern while not referring to any other patterns.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Some examples, preferably from different genres and with links to wiki pages of the games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned. &lt;br /&gt;
&lt;br /&gt;
The sub headings below should be added if feasible.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns&lt;br /&gt;
&lt;br /&gt;
=== Narrative Aspects ===&lt;br /&gt;
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
What effects a patterns has on a design.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Gameplay Design Pattern Template]] , [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Gameplay Design Pattern Template]], [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Place to acknowledge people that have provided examples and insights but not directly worked on the description.&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=865</id>
		<title>Pattern Suggestion List</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=865"/>
				<updated>2010-01-14T09:49:12Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* New proposals from working with the wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: not all these patterns should necessary be made... &lt;br /&gt;
&lt;br /&gt;
Note: to make a new pattern, use the [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to&lt;br /&gt;
&lt;br /&gt;
Note: the totally new patterns at the bottom of the page should be left even after they are create to make it easier for us to identify them.&lt;br /&gt;
&lt;br /&gt;
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
=== From the cd-rom ===&lt;br /&gt;
Ability Losses&lt;br /&gt;
&lt;br /&gt;
Achilles' Heels&lt;br /&gt;
&lt;br /&gt;
[[Substitutional Algorithmic Agents]] ( &amp;lt;- Agents has a new meaning)&lt;br /&gt;
&lt;br /&gt;
Aim &amp;amp; Shoot&lt;br /&gt;
&lt;br /&gt;
Alignment&lt;br /&gt;
&lt;br /&gt;
Alliances&lt;br /&gt;
&lt;br /&gt;
Alternative Reality&lt;br /&gt;
&lt;br /&gt;
Anticipation&lt;br /&gt;
&lt;br /&gt;
Area Control&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Progression]] ( &amp;lt;- Arithmetic Rewards for Investments)&lt;br /&gt;
&lt;br /&gt;
Asymmetric Abilities&lt;br /&gt;
&lt;br /&gt;
Asymmetric Goals&lt;br /&gt;
&lt;br /&gt;
Asymmetric Information&lt;br /&gt;
&lt;br /&gt;
Asymmetric Resource Distribution&lt;br /&gt;
&lt;br /&gt;
Asynchronous Games&lt;br /&gt;
&lt;br /&gt;
Attention Swapping&lt;br /&gt;
&lt;br /&gt;
Balancing Effects&lt;br /&gt;
&lt;br /&gt;
Betrayal&lt;br /&gt;
&lt;br /&gt;
Betting&lt;br /&gt;
&lt;br /&gt;
Bidding&lt;br /&gt;
&lt;br /&gt;
Bluffing&lt;br /&gt;
&lt;br /&gt;
Book-Keeping Tokens&lt;br /&gt;
&lt;br /&gt;
Boss Monsters&lt;br /&gt;
&lt;br /&gt;
Budgeted Action Points&lt;br /&gt;
&lt;br /&gt;
[[Switches]] (&amp;lt;-Buttons)&lt;br /&gt;
&lt;br /&gt;
Cameras&lt;br /&gt;
&lt;br /&gt;
Camping&lt;br /&gt;
&lt;br /&gt;
Capture&lt;br /&gt;
&lt;br /&gt;
Card Hands&lt;br /&gt;
&lt;br /&gt;
Cards&lt;br /&gt;
&lt;br /&gt;
Character Development&lt;br /&gt;
&lt;br /&gt;
Characters&lt;br /&gt;
&lt;br /&gt;
Chargers&lt;br /&gt;
&lt;br /&gt;
Closed Economies&lt;br /&gt;
&lt;br /&gt;
Closure Points&lt;br /&gt;
&lt;br /&gt;
Clues&lt;br /&gt;
&lt;br /&gt;
Cognitive Immersion&lt;br /&gt;
&lt;br /&gt;
Collaborative Actions&lt;br /&gt;
&lt;br /&gt;
Collecting&lt;br /&gt;
&lt;br /&gt;
Collection&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
Combos&lt;br /&gt;
&lt;br /&gt;
Committed Goals&lt;br /&gt;
&lt;br /&gt;
Communication Channels&lt;br /&gt;
&lt;br /&gt;
Competence Areas&lt;br /&gt;
&lt;br /&gt;
Competition&lt;br /&gt;
&lt;br /&gt;
Conceal&lt;br /&gt;
&lt;br /&gt;
Configuration&lt;br /&gt;
&lt;br /&gt;
Conflict&lt;br /&gt;
&lt;br /&gt;
Connection&lt;br /&gt;
&lt;br /&gt;
Consistent Reality Logic&lt;br /&gt;
&lt;br /&gt;
Construction&lt;br /&gt;
&lt;br /&gt;
Constructive Play&lt;br /&gt;
&lt;br /&gt;
Consumers&lt;br /&gt;
&lt;br /&gt;
Contact&lt;br /&gt;
&lt;br /&gt;
Container&lt;br /&gt;
&lt;br /&gt;
Continuous Goals&lt;br /&gt;
&lt;br /&gt;
Controllers&lt;br /&gt;
&lt;br /&gt;
Converters&lt;br /&gt;
&lt;br /&gt;
Cooperation&lt;br /&gt;
&lt;br /&gt;
Creative Control&lt;br /&gt;
&lt;br /&gt;
Cut Scenes&lt;br /&gt;
&lt;br /&gt;
Damage&lt;br /&gt;
&lt;br /&gt;
[[Traps]] (&amp;lt;- Deadly Traps)&lt;br /&gt;
&lt;br /&gt;
Decreased Abilities&lt;br /&gt;
&lt;br /&gt;
Dedicated Game Facilitators&lt;br /&gt;
&lt;br /&gt;
Delayed Effects&lt;br /&gt;
&lt;br /&gt;
Delayed Reciprocity&lt;br /&gt;
&lt;br /&gt;
Delivery&lt;br /&gt;
&lt;br /&gt;
Dexterity-Based Actions&lt;br /&gt;
&lt;br /&gt;
Dice&lt;br /&gt;
&lt;br /&gt;
Diminishing Returns&lt;br /&gt;
&lt;br /&gt;
Direct Information&lt;br /&gt;
&lt;br /&gt;
Discard Piles&lt;br /&gt;
&lt;br /&gt;
Disruption of Focused Attention&lt;br /&gt;
&lt;br /&gt;
Downtime&lt;br /&gt;
&lt;br /&gt;
Drawing Stacks&lt;br /&gt;
&lt;br /&gt;
Dynamic Alliances&lt;br /&gt;
&lt;br /&gt;
Dynamic Goal Characteristics&lt;br /&gt;
&lt;br /&gt;
Early Elimination&lt;br /&gt;
&lt;br /&gt;
Easter Eggs&lt;br /&gt;
&lt;br /&gt;
Eliminate&lt;br /&gt;
&lt;br /&gt;
Emotional Immersion&lt;br /&gt;
&lt;br /&gt;
Empowerment - should be related to Illusion of Influence&lt;br /&gt;
&lt;br /&gt;
Enclosure&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
Ephemeral Goals&lt;br /&gt;
&lt;br /&gt;
Evade&lt;br /&gt;
&lt;br /&gt;
Excluding Goals&lt;br /&gt;
&lt;br /&gt;
Experimenting&lt;br /&gt;
&lt;br /&gt;
Exploration&lt;br /&gt;
&lt;br /&gt;
Extended Actions&lt;br /&gt;
&lt;br /&gt;
Extra-Game Actions&lt;br /&gt;
&lt;br /&gt;
Extra-Game Consequences&lt;br /&gt;
&lt;br /&gt;
Extra-Game Information&lt;br /&gt;
&lt;br /&gt;
First-Person Views&lt;br /&gt;
&lt;br /&gt;
Focus Loci&lt;br /&gt;
&lt;br /&gt;
Fog of War&lt;br /&gt;
&lt;br /&gt;
Freedom of Choice&lt;br /&gt;
&lt;br /&gt;
Gain Competence&lt;br /&gt;
&lt;br /&gt;
Gain Information&lt;br /&gt;
&lt;br /&gt;
Gain Ownership&lt;br /&gt;
&lt;br /&gt;
Game Masters&lt;br /&gt;
&lt;br /&gt;
Game Mastery&lt;br /&gt;
&lt;br /&gt;
Game Pauses&lt;br /&gt;
&lt;br /&gt;
Game State Overview&lt;br /&gt;
&lt;br /&gt;
Game World&lt;br /&gt;
&lt;br /&gt;
Game World Navigation&lt;br /&gt;
&lt;br /&gt;
Games within Games&lt;br /&gt;
&lt;br /&gt;
[[Geometric Progression]] ( &amp;lt;- Geometric Rewards for Investments)&lt;br /&gt;
&lt;br /&gt;
Ghosts&lt;br /&gt;
&lt;br /&gt;
Goal Indicators&lt;br /&gt;
&lt;br /&gt;
Goal Points&lt;br /&gt;
&lt;br /&gt;
God Views&lt;br /&gt;
&lt;br /&gt;
God's Finger&lt;br /&gt;
&lt;br /&gt;
Guard&lt;br /&gt;
&lt;br /&gt;
Handicaps&lt;br /&gt;
&lt;br /&gt;
Handles&lt;br /&gt;
&lt;br /&gt;
Helpers&lt;br /&gt;
&lt;br /&gt;
Herd&lt;br /&gt;
&lt;br /&gt;
Hierarchy of Goals&lt;br /&gt;
&lt;br /&gt;
Hovering Closures&lt;br /&gt;
&lt;br /&gt;
Identification&lt;br /&gt;
&lt;br /&gt;
[[Exaggerated Perception of Influence]] &amp;lt;- Perception of Influence  - one always wants this - ( &amp;lt;- Illusion of Influence - since one might have the influence...) )&lt;br /&gt;
&lt;br /&gt;
Illusionary Rewards&lt;br /&gt;
&lt;br /&gt;
Immersion&lt;br /&gt;
&lt;br /&gt;
Imperfect Information&lt;br /&gt;
&lt;br /&gt;
Improved Abilities&lt;br /&gt;
&lt;br /&gt;
Inaccessible Areas&lt;br /&gt;
&lt;br /&gt;
Incompatible Goals&lt;br /&gt;
&lt;br /&gt;
Indirect Control&lt;br /&gt;
&lt;br /&gt;
Indirect Information&lt;br /&gt;
&lt;br /&gt;
Individual Penalties&lt;br /&gt;
&lt;br /&gt;
Individual Rewards&lt;br /&gt;
&lt;br /&gt;
Interferable Goals&lt;br /&gt;
&lt;br /&gt;
Interruptible Actions&lt;br /&gt;
&lt;br /&gt;
Investments&lt;br /&gt;
&lt;br /&gt;
Invisible Walls&lt;br /&gt;
&lt;br /&gt;
King of the Hill&lt;br /&gt;
&lt;br /&gt;
Last Man Standing&lt;br /&gt;
&lt;br /&gt;
Leaps of Faith&lt;br /&gt;
&lt;br /&gt;
Levels&lt;br /&gt;
&lt;br /&gt;
Limited Foresight&lt;br /&gt;
&lt;br /&gt;
Limited Planning Ability&lt;br /&gt;
&lt;br /&gt;
Limited Resources&lt;br /&gt;
&lt;br /&gt;
Limited Set of Actions&lt;br /&gt;
&lt;br /&gt;
Lives&lt;br /&gt;
&lt;br /&gt;
Luck&lt;br /&gt;
&lt;br /&gt;
Maneuvering&lt;br /&gt;
&lt;br /&gt;
Memorizing&lt;br /&gt;
&lt;br /&gt;
Meta Games&lt;br /&gt;
&lt;br /&gt;
Moveable Tiles&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&lt;br /&gt;
Movement Limitations&lt;br /&gt;
&lt;br /&gt;
Mule&lt;br /&gt;
&lt;br /&gt;
Multiplayer Games&lt;br /&gt;
&lt;br /&gt;
Mutual Goals&lt;br /&gt;
&lt;br /&gt;
Narrative Structures&lt;br /&gt;
&lt;br /&gt;
Near Miss Indicators&lt;br /&gt;
&lt;br /&gt;
Negotiation&lt;br /&gt;
&lt;br /&gt;
Never Ending Stories&lt;br /&gt;
&lt;br /&gt;
New Abilities&lt;br /&gt;
&lt;br /&gt;
No-Ops&lt;br /&gt;
&lt;br /&gt;
Non-Renewable Resources&lt;br /&gt;
&lt;br /&gt;
Obstacles&lt;br /&gt;
&lt;br /&gt;
Optional Goals&lt;br /&gt;
&lt;br /&gt;
Orthogonal Unit Differentiation&lt;br /&gt;
&lt;br /&gt;
Outcome Indicators&lt;br /&gt;
&lt;br /&gt;
Outstanding Features&lt;br /&gt;
&lt;br /&gt;
Overcome&lt;br /&gt;
&lt;br /&gt;
Ownership&lt;br /&gt;
&lt;br /&gt;
Paper-Rock-Scissors&lt;br /&gt;
&lt;br /&gt;
Parallel Lives&lt;br /&gt;
&lt;br /&gt;
Penalties&lt;br /&gt;
&lt;br /&gt;
Perceivable Margins&lt;br /&gt;
&lt;br /&gt;
[[Determinable Chance to Succeed]] ( &amp;lt;- Perceived Chance to Succeed - since one always wants the old version right?)&lt;br /&gt;
&lt;br /&gt;
Perfect Information&lt;br /&gt;
&lt;br /&gt;
Persistent Game Worlds&lt;br /&gt;
&lt;br /&gt;
Pick-Ups&lt;br /&gt;
&lt;br /&gt;
Planned Character Development&lt;br /&gt;
&lt;br /&gt;
Player Balance&lt;br /&gt;
&lt;br /&gt;
Player Constructed Worlds&lt;br /&gt;
&lt;br /&gt;
Player Decided Results&lt;br /&gt;
&lt;br /&gt;
Player Defined Goals&lt;br /&gt;
&lt;br /&gt;
Player Elimination&lt;br /&gt;
&lt;br /&gt;
Player Killing&lt;br /&gt;
&lt;br /&gt;
Player-Decided Distribution of Rewards &amp;amp; Penalties&lt;br /&gt;
&lt;br /&gt;
Polyathlons&lt;br /&gt;
&lt;br /&gt;
Power-Ups&lt;br /&gt;
&lt;br /&gt;
Predefined Goals&lt;br /&gt;
&lt;br /&gt;
Predictable Consequences&lt;br /&gt;
&lt;br /&gt;
Preventing Goals&lt;br /&gt;
&lt;br /&gt;
Privileged Abilities&lt;br /&gt;
&lt;br /&gt;
Privileged Movement&lt;br /&gt;
&lt;br /&gt;
Producer-Consumer&lt;br /&gt;
&lt;br /&gt;
Producers&lt;br /&gt;
&lt;br /&gt;
Progress Indicators&lt;br /&gt;
&lt;br /&gt;
Public Information&lt;br /&gt;
&lt;br /&gt;
Puzzle Solving&lt;br /&gt;
&lt;br /&gt;
Quick Games&lt;br /&gt;
&lt;br /&gt;
[[Races]] &amp;lt;- Race&lt;br /&gt;
&lt;br /&gt;
Reconfigurable Game World&lt;br /&gt;
&lt;br /&gt;
Reconnaissance&lt;br /&gt;
&lt;br /&gt;
Red Herrings&lt;br /&gt;
&lt;br /&gt;
Red Queen Dilemmas&lt;br /&gt;
&lt;br /&gt;
Renewable Resources&lt;br /&gt;
&lt;br /&gt;
Replayability&lt;br /&gt;
&lt;br /&gt;
Rescue&lt;br /&gt;
&lt;br /&gt;
Resource Generators&lt;br /&gt;
&lt;br /&gt;
Resource Locations&lt;br /&gt;
&lt;br /&gt;
Resource Management&lt;br /&gt;
&lt;br /&gt;
Resources&lt;br /&gt;
&lt;br /&gt;
Reversability&lt;br /&gt;
&lt;br /&gt;
Rewards&lt;br /&gt;
&lt;br /&gt;
Rhythm-Based Actions&lt;br /&gt;
&lt;br /&gt;
Right Level of Complexity&lt;br /&gt;
&lt;br /&gt;
[[Challenging Gameplay]] (&amp;lt;- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)&lt;br /&gt;
&lt;br /&gt;
[[Casual Gameplay]] (from changing Right Level of Difficulty)&lt;br /&gt;
&lt;br /&gt;
Risk/Reward&lt;br /&gt;
&lt;br /&gt;
Role Reversal&lt;br /&gt;
&lt;br /&gt;
Roleplaying&lt;br /&gt;
&lt;br /&gt;
Safe Havens&lt;br /&gt;
&lt;br /&gt;
Save Points&lt;br /&gt;
&lt;br /&gt;
Save-Load Cycles&lt;br /&gt;
&lt;br /&gt;
Score&lt;br /&gt;
&lt;br /&gt;
Secret Alliances&lt;br /&gt;
&lt;br /&gt;
Secret Resources&lt;br /&gt;
&lt;br /&gt;
Selectable Sets of Goals&lt;br /&gt;
&lt;br /&gt;
Self-Facilitated Games&lt;br /&gt;
&lt;br /&gt;
Sensory-Motoric Immersion&lt;br /&gt;
&lt;br /&gt;
Shared Penalties&lt;br /&gt;
&lt;br /&gt;
Shared Resources&lt;br /&gt;
&lt;br /&gt;
Shared Rewards&lt;br /&gt;
&lt;br /&gt;
Shrinking Game World&lt;br /&gt;
&lt;br /&gt;
Single-Player Games&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
Smooth Learning Curves&lt;br /&gt;
&lt;br /&gt;
Social Dilemmas&lt;br /&gt;
&lt;br /&gt;
Social Interaction&lt;br /&gt;
&lt;br /&gt;
Social Organizations&lt;br /&gt;
&lt;br /&gt;
[[Public Player Statistics]] (&amp;lt;- replacing ''Social Statuses'' since this is more under the control of designers)&lt;br /&gt;
&lt;br /&gt;
Spatial Immersion&lt;br /&gt;
&lt;br /&gt;
Spawn Points&lt;br /&gt;
&lt;br /&gt;
Spawning&lt;br /&gt;
&lt;br /&gt;
Spectators&lt;br /&gt;
&lt;br /&gt;
[[Game State Indicators]] (&amp;lt;- Status Indicators)&lt;br /&gt;
&lt;br /&gt;
Stealth&lt;br /&gt;
&lt;br /&gt;
Stimulated Planning&lt;br /&gt;
&lt;br /&gt;
Storytelling&lt;br /&gt;
&lt;br /&gt;
Strategic Knowledge&lt;br /&gt;
&lt;br /&gt;
Strategic Locations&lt;br /&gt;
&lt;br /&gt;
Supporting Goals&lt;br /&gt;
&lt;br /&gt;
Surprises&lt;br /&gt;
&lt;br /&gt;
Survive&lt;br /&gt;
&lt;br /&gt;
Symmetric Goals&lt;br /&gt;
&lt;br /&gt;
Symmetric Information&lt;br /&gt;
&lt;br /&gt;
Symmetric Resource Distribution&lt;br /&gt;
&lt;br /&gt;
Symmetry&lt;br /&gt;
&lt;br /&gt;
Synchronous Games&lt;br /&gt;
&lt;br /&gt;
Team Balance&lt;br /&gt;
&lt;br /&gt;
Team Development&lt;br /&gt;
&lt;br /&gt;
Team Elimination&lt;br /&gt;
&lt;br /&gt;
Team Play&lt;br /&gt;
&lt;br /&gt;
The Show Must Go On&lt;br /&gt;
&lt;br /&gt;
Third-Person Views&lt;br /&gt;
&lt;br /&gt;
Tick-Based Games&lt;br /&gt;
&lt;br /&gt;
Tiebreakers&lt;br /&gt;
&lt;br /&gt;
Tied Results&lt;br /&gt;
&lt;br /&gt;
Tile-Laying&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
Timing&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
Tournaments&lt;br /&gt;
&lt;br /&gt;
Traces&lt;br /&gt;
&lt;br /&gt;
Tradeoffs&lt;br /&gt;
&lt;br /&gt;
Trading&lt;br /&gt;
&lt;br /&gt;
Trans-Game Information&lt;br /&gt;
&lt;br /&gt;
Transfer of Control&lt;br /&gt;
&lt;br /&gt;
Traverse&lt;br /&gt;
&lt;br /&gt;
Turn Taking&lt;br /&gt;
&lt;br /&gt;
Turn-Based Games&lt;br /&gt;
&lt;br /&gt;
Ultra-Powerful Events&lt;br /&gt;
&lt;br /&gt;
Uncertainty of Information&lt;br /&gt;
&lt;br /&gt;
Uncommitted Alliances&lt;br /&gt;
&lt;br /&gt;
Unknown Goals&lt;br /&gt;
&lt;br /&gt;
Varied Gameplay&lt;br /&gt;
&lt;br /&gt;
=== Left-overs from the book ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New from various sources ===&lt;br /&gt;
&lt;br /&gt;
==== IPerG: D5.8 ====&lt;br /&gt;
1.1 Communication Channels&lt;br /&gt;
&lt;br /&gt;
1.2 Social Interaction&lt;br /&gt;
&lt;br /&gt;
1.3 Asynchronous Games&lt;br /&gt;
&lt;br /&gt;
1.4 Memorabilia&lt;br /&gt;
&lt;br /&gt;
1.5 Unmediated Social Interaction&lt;br /&gt;
&lt;br /&gt;
1.6 Chat Forums&lt;br /&gt;
&lt;br /&gt;
1.7 Coupled Games&lt;br /&gt;
&lt;br /&gt;
1.8 Social Rewards&lt;br /&gt;
&lt;br /&gt;
1.9 Configurable Gameplay Area&lt;br /&gt;
&lt;br /&gt;
1.10 Late Arriving Players&lt;br /&gt;
&lt;br /&gt;
1.11 Interruptability&lt;br /&gt;
&lt;br /&gt;
1.12 Common Experiences&lt;br /&gt;
&lt;br /&gt;
1.13 Game Element Trading&lt;br /&gt;
&lt;br /&gt;
1.14 Hybrid Spaces&lt;br /&gt;
&lt;br /&gt;
1.15 Social Skills&lt;br /&gt;
&lt;br /&gt;
1.16 Real Life Activities Affect Game State&lt;br /&gt;
&lt;br /&gt;
1.17 Heterogeneous Game Element Ownership&lt;br /&gt;
&lt;br /&gt;
1.18 Asynchronous Collaborative Actions&lt;br /&gt;
&lt;br /&gt;
1.19 Selectable Functional Roles&lt;br /&gt;
&lt;br /&gt;
1.20 Negotiable Play Sessions&lt;br /&gt;
&lt;br /&gt;
1.21 Negotiable Game Sessions&lt;br /&gt;
&lt;br /&gt;
1.22 Negotiable Game Instance Duration&lt;br /&gt;
&lt;br /&gt;
1.23 Negotiable Game Time&lt;br /&gt;
&lt;br /&gt;
Activity Blending&lt;br /&gt;
&lt;br /&gt;
Selectable Social Roles&lt;br /&gt;
&lt;br /&gt;
==== NPC design with Petri ====&lt;br /&gt;
Visual Body Damage&lt;br /&gt;
&lt;br /&gt;
Dissectible Bodies&lt;br /&gt;
&lt;br /&gt;
==== Social NPC design with Petri ====&lt;br /&gt;
Actions Have Social Consequences &lt;br /&gt;
&lt;br /&gt;
Binding Promises&lt;br /&gt;
&lt;br /&gt;
Brokering &lt;br /&gt;
&lt;br /&gt;
Competing for Attention &lt;br /&gt;
&lt;br /&gt;
Context Dependent Reaction &lt;br /&gt;
&lt;br /&gt;
Eavesdropping&lt;br /&gt;
&lt;br /&gt;
Either You are with Me or against Me&lt;br /&gt;
&lt;br /&gt;
False Accusations &lt;br /&gt;
&lt;br /&gt;
Favor &lt;br /&gt;
&lt;br /&gt;
Fraction &lt;br /&gt;
&lt;br /&gt;
Gain Allies &lt;br /&gt;
&lt;br /&gt;
Gossip &lt;br /&gt;
&lt;br /&gt;
Guide and Protect &lt;br /&gt;
&lt;br /&gt;
Hierarchical Fraction &lt;br /&gt;
&lt;br /&gt;
Information Passing &lt;br /&gt;
&lt;br /&gt;
Internal Conflict &lt;br /&gt;
&lt;br /&gt;
Internal Rivalry &lt;br /&gt;
&lt;br /&gt;
Linked Destinies &lt;br /&gt;
&lt;br /&gt;
Loyalty &lt;br /&gt;
&lt;br /&gt;
Maintaining Lies &lt;br /&gt;
&lt;br /&gt;
Match-Making &lt;br /&gt;
&lt;br /&gt;
Memory of Important Events &lt;br /&gt;
&lt;br /&gt;
My Enemy’s Enemy is my Friend &lt;br /&gt;
&lt;br /&gt;
Others fortune affects own Mood &lt;br /&gt;
&lt;br /&gt;
Outcast &lt;br /&gt;
&lt;br /&gt;
Outspoken Support &lt;br /&gt;
&lt;br /&gt;
Requesting Support &lt;br /&gt;
&lt;br /&gt;
Social Gatekeeper &lt;br /&gt;
&lt;br /&gt;
Social Maintenance &lt;br /&gt;
&lt;br /&gt;
Social Norm &lt;br /&gt;
&lt;br /&gt;
Traitor&lt;br /&gt;
&lt;br /&gt;
==== Dialogue design with Jenny ====&lt;br /&gt;
Incremental Dialogue Processing&lt;br /&gt;
&lt;br /&gt;
Chunk-based Dialogue Processing&lt;br /&gt;
&lt;br /&gt;
Single-Initiative Dialogues&lt;br /&gt;
&lt;br /&gt;
Mixed Initiative Dialogues&lt;br /&gt;
&lt;br /&gt;
Basic Input Feedback&lt;br /&gt;
&lt;br /&gt;
Barge-In&lt;br /&gt;
&lt;br /&gt;
Canned Text Responses&lt;br /&gt;
&lt;br /&gt;
Diegetically Consistent Dialogue&lt;br /&gt;
&lt;br /&gt;
Context Dependent Dialogue&lt;br /&gt;
&lt;br /&gt;
Gameplay Integrated Conversation&lt;br /&gt;
&lt;br /&gt;
Illocutionary Interface&lt;br /&gt;
&lt;br /&gt;
Location-Specific Dialogue&lt;br /&gt;
&lt;br /&gt;
Character-Specific Dialogue&lt;br /&gt;
&lt;br /&gt;
Colloquial Mastery&lt;br /&gt;
&lt;br /&gt;
Delicate Phrasing&lt;br /&gt;
&lt;br /&gt;
==== MMOG design by Jenny's master students ====&lt;br /&gt;
''To be added''&lt;br /&gt;
&lt;br /&gt;
==== Pervasive games with Johan Peitz ====&lt;br /&gt;
Actor Detachment&lt;br /&gt;
&lt;br /&gt;
Artifact-Artifact Proximity&lt;br /&gt;
&lt;br /&gt;
Artifact-Location Proximity&lt;br /&gt;
&lt;br /&gt;
Configurable Gameplay Area&lt;br /&gt;
&lt;br /&gt;
Coupled Games&lt;br /&gt;
&lt;br /&gt;
Critical Gameplay Design &lt;br /&gt;
&lt;br /&gt;
Crossmedia Gameplay&lt;br /&gt;
&lt;br /&gt;
Decontextability&lt;br /&gt;
&lt;br /&gt;
Extra-Game Input&lt;br /&gt;
&lt;br /&gt;
Game Element Trading&lt;br /&gt;
&lt;br /&gt;
Gameplay Changes Perception of Real World Phenomena&lt;br /&gt;
&lt;br /&gt;
Heterogeneous Game Element Ownership&lt;br /&gt;
&lt;br /&gt;
Interruptible Gameplay&lt;br /&gt;
&lt;br /&gt;
Minimalized Social Weight&lt;br /&gt;
&lt;br /&gt;
Possibility of Anonymity&lt;br /&gt;
&lt;br /&gt;
Physical Navigation&lt;br /&gt;
&lt;br /&gt;
Player Physical Prowess&lt;br /&gt;
&lt;br /&gt;
Player-Artifact Proximity &lt;br /&gt;
&lt;br /&gt;
Player-Avatar Proximity&lt;br /&gt;
&lt;br /&gt;
Player-Location Proximity&lt;br /&gt;
&lt;br /&gt;
Player-Player Proximity&lt;br /&gt;
&lt;br /&gt;
Real Life Activities Affect Game State&lt;br /&gt;
&lt;br /&gt;
Real World Knowledge Advantages&lt;br /&gt;
&lt;br /&gt;
Seamful Gameplay&lt;br /&gt;
&lt;br /&gt;
Self-Reported Positioning &lt;br /&gt;
&lt;br /&gt;
Social Adaptability &lt;br /&gt;
&lt;br /&gt;
The Rabbit Hole Invitation&lt;br /&gt;
&lt;br /&gt;
Unmediated Social Interaction&lt;br /&gt;
&lt;br /&gt;
==== Unknown ====&lt;br /&gt;
Persistant State World&lt;br /&gt;
Fixed Real-World Exchange Rate&lt;br /&gt;
Death game mönstret&lt;br /&gt;
Point of No Return&lt;br /&gt;
&lt;br /&gt;
==== New proposals from working with the wiki ====&lt;br /&gt;
[[Private Game Spaces]] [Like Puerto Rico, Race to the Galaxy etc.] --[[User:Staffan Björk|Staffan Björk]] 16:10, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Time Pressure]] [Surprised that this doesn't exist already, or have a missed one?] --[[User:Staffan Björk|Staffan Björk]] 08:36, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Attention Demanding]] [grew out of rewriting real-time games] --[[User:Staffan Björk|Staffan Björk]] 16:08, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Togetherness]] [grew out of rewriting real-time games, and makes Karl happy maybe] --[[User:Staffan Björk|Staffan Björk]] 16:18, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Option Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|Staffan Björk]] 17:58, 7 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Acheivements]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:00, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Buddy Lists]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:25, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Statistics]] [from rewriting high score lists] --[[User:Staffan Björk|Staffan Björk]] 12:28, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Cooldown]] [From WoW and other games, e.g. Borderlands] --[[User:Staffan Björk|Staffan Björk]] 14:31, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Steadily Decreasing Resources]] [From writing Unwinnable Games] --[[User:Staffan Björk|Staffan Björk]] 11:43, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Turnover]] [From playing Bloodbowl] --[[User:Staffan Björk|Staffan Björk]] 20:43, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Time Manipulation]] [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --[[User:Staffan Björk|Staffan Björk]] 15:27, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Assymetrical Roles]] (already covered by assymetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--[[User:Karl Bergström|Karl Bergström]] 14:33, 20 November 2009 (UTC))&lt;br /&gt;
&lt;br /&gt;
[[Value of Effort]] (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --[[User:Staffan Björk|Staffan Björk]] 13:41, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Non-Diegetic Elements]] (representing elements in the game world which are not part of the diegetic) --[[User:Staffan Björk|Staffan Björk]] 10:01, 25 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Grinding]] (WoW) --[[User:Staffan Björk|Staffan Björk]] 13:10, 28 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Massively Multiplayer Online Games]] (why not?) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Massively Single-Player Online Games]] (from 4'33&amp;quot;, Spore and even Nethack) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Positive Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)  &lt;br /&gt;
&lt;br /&gt;
[[Negative Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Stack Seeding]] (from Pandemic and Ghost Story from writing about [[Randomness]]) --[[User:Staffan Björk|Staffan Björk]] 15:53, 7 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Lobbies]] (for finding games and friends, e.g. in L4D) --[[User:Staffan Björk|Staffan Björk]] 10:28, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Location-Fixed Abilities]] (machine guns in L4D) --[[User:Staffan Björk|Staffan Björk]] 16:34, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Inventory]] --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Limited Inventory]] (L4D) --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Variable Accuracy]] (L4D, player skill, character skill, equipment) --[[User:Staffan Björk|Staffan Björk]] 16:45, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player/Character Skill Composite]] (both player and character skill affects likelihood of success) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Dynamic Difficulty Adjustment]] (video games but also BSG &amp;amp; Shadows over Camelot) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Split-Screen View]] (from writing about local multiplayer console games) --[[User:Staffan Björk|Staffan Björk]] 13:40, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Backtracking Levels]] (Left 4 Dead 2 campaign Hard Rain) --[[User:Staffan Björk|Staffan Björk]] 14:17, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Campaigns]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:30, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Community Functionality]] --[[User:Staffan Björk|Staffan Björk]] 15:07, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Voting]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player Decided Rule Setup]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game-Defined Vocabulary]] (quick responses in Battlefield and L4D series) --[[User:Staffan Björk|Staffan Björk]] 12:29, 17 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Further Player Improvement Potential]] (that one can get better at the game, from writing [[Challenging Gameplay]]) --[[User:Staffan Björk|Staffan Björk]] 15:22, 21 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Difficulty Settings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:09, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Agents]] (game elements that show intentionality, from working with NPCs) --[[User:Staffan Björk|Staffan Björk]] 10:16, 13 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Algorithmic Agents]] (AI agents) --[[User:Staffan Björk|Staffan Björk]] 12:26, 13 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Role Fulfilment]] (the joy of fulfilling your role (e.g. tank, sniper, healer) in a group.) --[[User:Karl Bergström|Karl Bergström]] 09:39, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Group strategy identification]] (the joy of identifying new strategies for the group) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Group fulfilment]] (the joy of being part of and accomplishing things in a group) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Overwhelming Failiure enjoyment]] (the joy of failing overwhelmingly) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[FUBAR enjoyment]] (the type of fun you have when you make mistakes and all seems about to go %!#¤&amp;quot;% in games such as Space Alert or Red October) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Lack of cooperation frustration]] (the frustration that occurs when one or more members of a group fails to cooperate) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Optimisation of group capability]] (optimising your group's capability in a game, such as selecting synergic abilities) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== New written patterns from working with the wiki ====&lt;br /&gt;
[[Unwinnable Games]] [From staries]] --[[User:Staffan Björk|Staffan Björk]] 14:02, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Drop-In/Drop-Out]] [From Lego Stars Wars and Left 4 Dead] --[[User:Staffan Björk|Staffan Björk]] 10:20, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Time Limited Game Instances]] (from working on [[Time Limits]] and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 15:45, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Element Insertion]] (from working on emergence  and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 10:01, 7 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=864</id>
		<title>Pattern Suggestion List</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=864"/>
				<updated>2010-01-14T09:39:26Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* New proposals from working with the wiki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: not all these patterns should necessary be made... &lt;br /&gt;
&lt;br /&gt;
Note: to make a new pattern, use the [[Gameplay Design Pattern Template]]&lt;br /&gt;
&lt;br /&gt;
Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to&lt;br /&gt;
&lt;br /&gt;
Note: the totally new patterns at the bottom of the page should be left even after they are create to make it easier for us to identify them.&lt;br /&gt;
&lt;br /&gt;
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
=== From the cd-rom ===&lt;br /&gt;
Ability Losses&lt;br /&gt;
&lt;br /&gt;
Achilles' Heels&lt;br /&gt;
&lt;br /&gt;
[[Substitutional Algorithmic Agents]] ( &amp;lt;- Agents has a new meaning)&lt;br /&gt;
&lt;br /&gt;
Aim &amp;amp; Shoot&lt;br /&gt;
&lt;br /&gt;
Alignment&lt;br /&gt;
&lt;br /&gt;
Alliances&lt;br /&gt;
&lt;br /&gt;
Alternative Reality&lt;br /&gt;
&lt;br /&gt;
Anticipation&lt;br /&gt;
&lt;br /&gt;
Area Control&lt;br /&gt;
&lt;br /&gt;
[[Arithmetic Progression]] ( &amp;lt;- Arithmetic Rewards for Investments)&lt;br /&gt;
&lt;br /&gt;
Asymmetric Abilities&lt;br /&gt;
&lt;br /&gt;
Asymmetric Goals&lt;br /&gt;
&lt;br /&gt;
Asymmetric Information&lt;br /&gt;
&lt;br /&gt;
Asymmetric Resource Distribution&lt;br /&gt;
&lt;br /&gt;
Asynchronous Games&lt;br /&gt;
&lt;br /&gt;
Attention Swapping&lt;br /&gt;
&lt;br /&gt;
Balancing Effects&lt;br /&gt;
&lt;br /&gt;
Betrayal&lt;br /&gt;
&lt;br /&gt;
Betting&lt;br /&gt;
&lt;br /&gt;
Bidding&lt;br /&gt;
&lt;br /&gt;
Bluffing&lt;br /&gt;
&lt;br /&gt;
Book-Keeping Tokens&lt;br /&gt;
&lt;br /&gt;
Boss Monsters&lt;br /&gt;
&lt;br /&gt;
Budgeted Action Points&lt;br /&gt;
&lt;br /&gt;
[[Switches]] (&amp;lt;-Buttons)&lt;br /&gt;
&lt;br /&gt;
Cameras&lt;br /&gt;
&lt;br /&gt;
Camping&lt;br /&gt;
&lt;br /&gt;
Capture&lt;br /&gt;
&lt;br /&gt;
Card Hands&lt;br /&gt;
&lt;br /&gt;
Cards&lt;br /&gt;
&lt;br /&gt;
Character Development&lt;br /&gt;
&lt;br /&gt;
Characters&lt;br /&gt;
&lt;br /&gt;
Chargers&lt;br /&gt;
&lt;br /&gt;
Closed Economies&lt;br /&gt;
&lt;br /&gt;
Closure Points&lt;br /&gt;
&lt;br /&gt;
Clues&lt;br /&gt;
&lt;br /&gt;
Cognitive Immersion&lt;br /&gt;
&lt;br /&gt;
Collaborative Actions&lt;br /&gt;
&lt;br /&gt;
Collecting&lt;br /&gt;
&lt;br /&gt;
Collection&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
Combos&lt;br /&gt;
&lt;br /&gt;
Committed Goals&lt;br /&gt;
&lt;br /&gt;
Communication Channels&lt;br /&gt;
&lt;br /&gt;
Competence Areas&lt;br /&gt;
&lt;br /&gt;
Competition&lt;br /&gt;
&lt;br /&gt;
Conceal&lt;br /&gt;
&lt;br /&gt;
Configuration&lt;br /&gt;
&lt;br /&gt;
Conflict&lt;br /&gt;
&lt;br /&gt;
Connection&lt;br /&gt;
&lt;br /&gt;
Consistent Reality Logic&lt;br /&gt;
&lt;br /&gt;
Construction&lt;br /&gt;
&lt;br /&gt;
Constructive Play&lt;br /&gt;
&lt;br /&gt;
Consumers&lt;br /&gt;
&lt;br /&gt;
Contact&lt;br /&gt;
&lt;br /&gt;
Container&lt;br /&gt;
&lt;br /&gt;
Continuous Goals&lt;br /&gt;
&lt;br /&gt;
Controllers&lt;br /&gt;
&lt;br /&gt;
Converters&lt;br /&gt;
&lt;br /&gt;
Cooperation&lt;br /&gt;
&lt;br /&gt;
Creative Control&lt;br /&gt;
&lt;br /&gt;
Cut Scenes&lt;br /&gt;
&lt;br /&gt;
Damage&lt;br /&gt;
&lt;br /&gt;
[[Traps]] (&amp;lt;- Deadly Traps)&lt;br /&gt;
&lt;br /&gt;
Decreased Abilities&lt;br /&gt;
&lt;br /&gt;
Dedicated Game Facilitators&lt;br /&gt;
&lt;br /&gt;
Delayed Effects&lt;br /&gt;
&lt;br /&gt;
Delayed Reciprocity&lt;br /&gt;
&lt;br /&gt;
Delivery&lt;br /&gt;
&lt;br /&gt;
Dexterity-Based Actions&lt;br /&gt;
&lt;br /&gt;
Dice&lt;br /&gt;
&lt;br /&gt;
Diminishing Returns&lt;br /&gt;
&lt;br /&gt;
Direct Information&lt;br /&gt;
&lt;br /&gt;
Discard Piles&lt;br /&gt;
&lt;br /&gt;
Disruption of Focused Attention&lt;br /&gt;
&lt;br /&gt;
Downtime&lt;br /&gt;
&lt;br /&gt;
Drawing Stacks&lt;br /&gt;
&lt;br /&gt;
Dynamic Alliances&lt;br /&gt;
&lt;br /&gt;
Dynamic Goal Characteristics&lt;br /&gt;
&lt;br /&gt;
Early Elimination&lt;br /&gt;
&lt;br /&gt;
Easter Eggs&lt;br /&gt;
&lt;br /&gt;
Eliminate&lt;br /&gt;
&lt;br /&gt;
Emotional Immersion&lt;br /&gt;
&lt;br /&gt;
Empowerment - should be related to Illusion of Influence&lt;br /&gt;
&lt;br /&gt;
Enclosure&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
Ephemeral Goals&lt;br /&gt;
&lt;br /&gt;
Evade&lt;br /&gt;
&lt;br /&gt;
Excluding Goals&lt;br /&gt;
&lt;br /&gt;
Experimenting&lt;br /&gt;
&lt;br /&gt;
Exploration&lt;br /&gt;
&lt;br /&gt;
Extended Actions&lt;br /&gt;
&lt;br /&gt;
Extra-Game Actions&lt;br /&gt;
&lt;br /&gt;
Extra-Game Consequences&lt;br /&gt;
&lt;br /&gt;
Extra-Game Information&lt;br /&gt;
&lt;br /&gt;
First-Person Views&lt;br /&gt;
&lt;br /&gt;
Focus Loci&lt;br /&gt;
&lt;br /&gt;
Fog of War&lt;br /&gt;
&lt;br /&gt;
Freedom of Choice&lt;br /&gt;
&lt;br /&gt;
Gain Competence&lt;br /&gt;
&lt;br /&gt;
Gain Information&lt;br /&gt;
&lt;br /&gt;
Gain Ownership&lt;br /&gt;
&lt;br /&gt;
Game Masters&lt;br /&gt;
&lt;br /&gt;
Game Mastery&lt;br /&gt;
&lt;br /&gt;
Game Pauses&lt;br /&gt;
&lt;br /&gt;
Game State Overview&lt;br /&gt;
&lt;br /&gt;
Game World&lt;br /&gt;
&lt;br /&gt;
Game World Navigation&lt;br /&gt;
&lt;br /&gt;
Games within Games&lt;br /&gt;
&lt;br /&gt;
[[Geometric Progression]] ( &amp;lt;- Geometric Rewards for Investments)&lt;br /&gt;
&lt;br /&gt;
Ghosts&lt;br /&gt;
&lt;br /&gt;
Goal Indicators&lt;br /&gt;
&lt;br /&gt;
Goal Points&lt;br /&gt;
&lt;br /&gt;
God Views&lt;br /&gt;
&lt;br /&gt;
God's Finger&lt;br /&gt;
&lt;br /&gt;
Guard&lt;br /&gt;
&lt;br /&gt;
Handicaps&lt;br /&gt;
&lt;br /&gt;
Handles&lt;br /&gt;
&lt;br /&gt;
Helpers&lt;br /&gt;
&lt;br /&gt;
Herd&lt;br /&gt;
&lt;br /&gt;
Hierarchy of Goals&lt;br /&gt;
&lt;br /&gt;
Hovering Closures&lt;br /&gt;
&lt;br /&gt;
Identification&lt;br /&gt;
&lt;br /&gt;
[[Exaggerated Perception of Influence]] &amp;lt;- Perception of Influence  - one always wants this - ( &amp;lt;- Illusion of Influence - since one might have the influence...) )&lt;br /&gt;
&lt;br /&gt;
Illusionary Rewards&lt;br /&gt;
&lt;br /&gt;
Immersion&lt;br /&gt;
&lt;br /&gt;
Imperfect Information&lt;br /&gt;
&lt;br /&gt;
Improved Abilities&lt;br /&gt;
&lt;br /&gt;
Inaccessible Areas&lt;br /&gt;
&lt;br /&gt;
Incompatible Goals&lt;br /&gt;
&lt;br /&gt;
Indirect Control&lt;br /&gt;
&lt;br /&gt;
Indirect Information&lt;br /&gt;
&lt;br /&gt;
Individual Penalties&lt;br /&gt;
&lt;br /&gt;
Individual Rewards&lt;br /&gt;
&lt;br /&gt;
Interferable Goals&lt;br /&gt;
&lt;br /&gt;
Interruptible Actions&lt;br /&gt;
&lt;br /&gt;
Investments&lt;br /&gt;
&lt;br /&gt;
Invisible Walls&lt;br /&gt;
&lt;br /&gt;
King of the Hill&lt;br /&gt;
&lt;br /&gt;
Last Man Standing&lt;br /&gt;
&lt;br /&gt;
Leaps of Faith&lt;br /&gt;
&lt;br /&gt;
Levels&lt;br /&gt;
&lt;br /&gt;
Limited Foresight&lt;br /&gt;
&lt;br /&gt;
Limited Planning Ability&lt;br /&gt;
&lt;br /&gt;
Limited Resources&lt;br /&gt;
&lt;br /&gt;
Limited Set of Actions&lt;br /&gt;
&lt;br /&gt;
Lives&lt;br /&gt;
&lt;br /&gt;
Luck&lt;br /&gt;
&lt;br /&gt;
Maneuvering&lt;br /&gt;
&lt;br /&gt;
Memorizing&lt;br /&gt;
&lt;br /&gt;
Meta Games&lt;br /&gt;
&lt;br /&gt;
Moveable Tiles&lt;br /&gt;
&lt;br /&gt;
Movement&lt;br /&gt;
&lt;br /&gt;
Movement Limitations&lt;br /&gt;
&lt;br /&gt;
Mule&lt;br /&gt;
&lt;br /&gt;
Multiplayer Games&lt;br /&gt;
&lt;br /&gt;
Mutual Goals&lt;br /&gt;
&lt;br /&gt;
Narrative Structures&lt;br /&gt;
&lt;br /&gt;
Near Miss Indicators&lt;br /&gt;
&lt;br /&gt;
Negotiation&lt;br /&gt;
&lt;br /&gt;
Never Ending Stories&lt;br /&gt;
&lt;br /&gt;
New Abilities&lt;br /&gt;
&lt;br /&gt;
No-Ops&lt;br /&gt;
&lt;br /&gt;
Non-Renewable Resources&lt;br /&gt;
&lt;br /&gt;
Obstacles&lt;br /&gt;
&lt;br /&gt;
Optional Goals&lt;br /&gt;
&lt;br /&gt;
Orthogonal Unit Differentiation&lt;br /&gt;
&lt;br /&gt;
Outcome Indicators&lt;br /&gt;
&lt;br /&gt;
Outstanding Features&lt;br /&gt;
&lt;br /&gt;
Overcome&lt;br /&gt;
&lt;br /&gt;
Ownership&lt;br /&gt;
&lt;br /&gt;
Paper-Rock-Scissors&lt;br /&gt;
&lt;br /&gt;
Parallel Lives&lt;br /&gt;
&lt;br /&gt;
Penalties&lt;br /&gt;
&lt;br /&gt;
Perceivable Margins&lt;br /&gt;
&lt;br /&gt;
[[Determinable Chance to Succeed]] ( &amp;lt;- Perceived Chance to Succeed - since one always wants the old version right?)&lt;br /&gt;
&lt;br /&gt;
Perfect Information&lt;br /&gt;
&lt;br /&gt;
Persistent Game Worlds&lt;br /&gt;
&lt;br /&gt;
Pick-Ups&lt;br /&gt;
&lt;br /&gt;
Planned Character Development&lt;br /&gt;
&lt;br /&gt;
Player Balance&lt;br /&gt;
&lt;br /&gt;
Player Constructed Worlds&lt;br /&gt;
&lt;br /&gt;
Player Decided Results&lt;br /&gt;
&lt;br /&gt;
Player Defined Goals&lt;br /&gt;
&lt;br /&gt;
Player Elimination&lt;br /&gt;
&lt;br /&gt;
Player Killing&lt;br /&gt;
&lt;br /&gt;
Player-Decided Distribution of Rewards &amp;amp; Penalties&lt;br /&gt;
&lt;br /&gt;
Polyathlons&lt;br /&gt;
&lt;br /&gt;
Power-Ups&lt;br /&gt;
&lt;br /&gt;
Predefined Goals&lt;br /&gt;
&lt;br /&gt;
Predictable Consequences&lt;br /&gt;
&lt;br /&gt;
Preventing Goals&lt;br /&gt;
&lt;br /&gt;
Privileged Abilities&lt;br /&gt;
&lt;br /&gt;
Privileged Movement&lt;br /&gt;
&lt;br /&gt;
Producer-Consumer&lt;br /&gt;
&lt;br /&gt;
Producers&lt;br /&gt;
&lt;br /&gt;
Progress Indicators&lt;br /&gt;
&lt;br /&gt;
Public Information&lt;br /&gt;
&lt;br /&gt;
Puzzle Solving&lt;br /&gt;
&lt;br /&gt;
Quick Games&lt;br /&gt;
&lt;br /&gt;
[[Races]] &amp;lt;- Race&lt;br /&gt;
&lt;br /&gt;
Reconfigurable Game World&lt;br /&gt;
&lt;br /&gt;
Reconnaissance&lt;br /&gt;
&lt;br /&gt;
Red Herrings&lt;br /&gt;
&lt;br /&gt;
Red Queen Dilemmas&lt;br /&gt;
&lt;br /&gt;
Renewable Resources&lt;br /&gt;
&lt;br /&gt;
Replayability&lt;br /&gt;
&lt;br /&gt;
Rescue&lt;br /&gt;
&lt;br /&gt;
Resource Generators&lt;br /&gt;
&lt;br /&gt;
Resource Locations&lt;br /&gt;
&lt;br /&gt;
Resource Management&lt;br /&gt;
&lt;br /&gt;
Resources&lt;br /&gt;
&lt;br /&gt;
Reversability&lt;br /&gt;
&lt;br /&gt;
Rewards&lt;br /&gt;
&lt;br /&gt;
Rhythm-Based Actions&lt;br /&gt;
&lt;br /&gt;
Right Level of Complexity&lt;br /&gt;
&lt;br /&gt;
[[Challenging Gameplay]] (&amp;lt;- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)&lt;br /&gt;
&lt;br /&gt;
[[Casual Gameplay]] (from changing Right Level of Difficulty)&lt;br /&gt;
&lt;br /&gt;
Risk/Reward&lt;br /&gt;
&lt;br /&gt;
Role Reversal&lt;br /&gt;
&lt;br /&gt;
Roleplaying&lt;br /&gt;
&lt;br /&gt;
Safe Havens&lt;br /&gt;
&lt;br /&gt;
Save Points&lt;br /&gt;
&lt;br /&gt;
Save-Load Cycles&lt;br /&gt;
&lt;br /&gt;
Score&lt;br /&gt;
&lt;br /&gt;
Secret Alliances&lt;br /&gt;
&lt;br /&gt;
Secret Resources&lt;br /&gt;
&lt;br /&gt;
Selectable Sets of Goals&lt;br /&gt;
&lt;br /&gt;
Self-Facilitated Games&lt;br /&gt;
&lt;br /&gt;
Sensory-Motoric Immersion&lt;br /&gt;
&lt;br /&gt;
Shared Penalties&lt;br /&gt;
&lt;br /&gt;
Shared Resources&lt;br /&gt;
&lt;br /&gt;
Shared Rewards&lt;br /&gt;
&lt;br /&gt;
Shrinking Game World&lt;br /&gt;
&lt;br /&gt;
Single-Player Games&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
Smooth Learning Curves&lt;br /&gt;
&lt;br /&gt;
Social Dilemmas&lt;br /&gt;
&lt;br /&gt;
Social Interaction&lt;br /&gt;
&lt;br /&gt;
Social Organizations&lt;br /&gt;
&lt;br /&gt;
[[Public Player Statistics]] (&amp;lt;- replacing ''Social Statuses'' since this is more under the control of designers)&lt;br /&gt;
&lt;br /&gt;
Spatial Immersion&lt;br /&gt;
&lt;br /&gt;
Spawn Points&lt;br /&gt;
&lt;br /&gt;
Spawning&lt;br /&gt;
&lt;br /&gt;
Spectators&lt;br /&gt;
&lt;br /&gt;
[[Game State Indicators]] (&amp;lt;- Status Indicators)&lt;br /&gt;
&lt;br /&gt;
Stealth&lt;br /&gt;
&lt;br /&gt;
Stimulated Planning&lt;br /&gt;
&lt;br /&gt;
Storytelling&lt;br /&gt;
&lt;br /&gt;
Strategic Knowledge&lt;br /&gt;
&lt;br /&gt;
Strategic Locations&lt;br /&gt;
&lt;br /&gt;
Supporting Goals&lt;br /&gt;
&lt;br /&gt;
Surprises&lt;br /&gt;
&lt;br /&gt;
Survive&lt;br /&gt;
&lt;br /&gt;
Symmetric Goals&lt;br /&gt;
&lt;br /&gt;
Symmetric Information&lt;br /&gt;
&lt;br /&gt;
Symmetric Resource Distribution&lt;br /&gt;
&lt;br /&gt;
Symmetry&lt;br /&gt;
&lt;br /&gt;
Synchronous Games&lt;br /&gt;
&lt;br /&gt;
Team Balance&lt;br /&gt;
&lt;br /&gt;
Team Development&lt;br /&gt;
&lt;br /&gt;
Team Elimination&lt;br /&gt;
&lt;br /&gt;
Team Play&lt;br /&gt;
&lt;br /&gt;
The Show Must Go On&lt;br /&gt;
&lt;br /&gt;
Third-Person Views&lt;br /&gt;
&lt;br /&gt;
Tick-Based Games&lt;br /&gt;
&lt;br /&gt;
Tiebreakers&lt;br /&gt;
&lt;br /&gt;
Tied Results&lt;br /&gt;
&lt;br /&gt;
Tile-Laying&lt;br /&gt;
&lt;br /&gt;
Tiles&lt;br /&gt;
&lt;br /&gt;
Timing&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
Tournaments&lt;br /&gt;
&lt;br /&gt;
Traces&lt;br /&gt;
&lt;br /&gt;
Tradeoffs&lt;br /&gt;
&lt;br /&gt;
Trading&lt;br /&gt;
&lt;br /&gt;
Trans-Game Information&lt;br /&gt;
&lt;br /&gt;
Transfer of Control&lt;br /&gt;
&lt;br /&gt;
Traverse&lt;br /&gt;
&lt;br /&gt;
Turn Taking&lt;br /&gt;
&lt;br /&gt;
Turn-Based Games&lt;br /&gt;
&lt;br /&gt;
Ultra-Powerful Events&lt;br /&gt;
&lt;br /&gt;
Uncertainty of Information&lt;br /&gt;
&lt;br /&gt;
Uncommitted Alliances&lt;br /&gt;
&lt;br /&gt;
Unknown Goals&lt;br /&gt;
&lt;br /&gt;
Varied Gameplay&lt;br /&gt;
&lt;br /&gt;
=== Left-overs from the book ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== New from various sources ===&lt;br /&gt;
&lt;br /&gt;
==== IPerG: D5.8 ====&lt;br /&gt;
1.1 Communication Channels&lt;br /&gt;
&lt;br /&gt;
1.2 Social Interaction&lt;br /&gt;
&lt;br /&gt;
1.3 Asynchronous Games&lt;br /&gt;
&lt;br /&gt;
1.4 Memorabilia&lt;br /&gt;
&lt;br /&gt;
1.5 Unmediated Social Interaction&lt;br /&gt;
&lt;br /&gt;
1.6 Chat Forums&lt;br /&gt;
&lt;br /&gt;
1.7 Coupled Games&lt;br /&gt;
&lt;br /&gt;
1.8 Social Rewards&lt;br /&gt;
&lt;br /&gt;
1.9 Configurable Gameplay Area&lt;br /&gt;
&lt;br /&gt;
1.10 Late Arriving Players&lt;br /&gt;
&lt;br /&gt;
1.11 Interruptability&lt;br /&gt;
&lt;br /&gt;
1.12 Common Experiences&lt;br /&gt;
&lt;br /&gt;
1.13 Game Element Trading&lt;br /&gt;
&lt;br /&gt;
1.14 Hybrid Spaces&lt;br /&gt;
&lt;br /&gt;
1.15 Social Skills&lt;br /&gt;
&lt;br /&gt;
1.16 Real Life Activities Affect Game State&lt;br /&gt;
&lt;br /&gt;
1.17 Heterogeneous Game Element Ownership&lt;br /&gt;
&lt;br /&gt;
1.18 Asynchronous Collaborative Actions&lt;br /&gt;
&lt;br /&gt;
1.19 Selectable Functional Roles&lt;br /&gt;
&lt;br /&gt;
1.20 Negotiable Play Sessions&lt;br /&gt;
&lt;br /&gt;
1.21 Negotiable Game Sessions&lt;br /&gt;
&lt;br /&gt;
1.22 Negotiable Game Instance Duration&lt;br /&gt;
&lt;br /&gt;
1.23 Negotiable Game Time&lt;br /&gt;
&lt;br /&gt;
Activity Blending&lt;br /&gt;
&lt;br /&gt;
Selectable Social Roles&lt;br /&gt;
&lt;br /&gt;
==== NPC design with Petri ====&lt;br /&gt;
Visual Body Damage&lt;br /&gt;
&lt;br /&gt;
Dissectible Bodies&lt;br /&gt;
&lt;br /&gt;
==== Social NPC design with Petri ====&lt;br /&gt;
Actions Have Social Consequences &lt;br /&gt;
&lt;br /&gt;
Binding Promises&lt;br /&gt;
&lt;br /&gt;
Brokering &lt;br /&gt;
&lt;br /&gt;
Competing for Attention &lt;br /&gt;
&lt;br /&gt;
Context Dependent Reaction &lt;br /&gt;
&lt;br /&gt;
Eavesdropping&lt;br /&gt;
&lt;br /&gt;
Either You are with Me or against Me&lt;br /&gt;
&lt;br /&gt;
False Accusations &lt;br /&gt;
&lt;br /&gt;
Favor &lt;br /&gt;
&lt;br /&gt;
Fraction &lt;br /&gt;
&lt;br /&gt;
Gain Allies &lt;br /&gt;
&lt;br /&gt;
Gossip &lt;br /&gt;
&lt;br /&gt;
Guide and Protect &lt;br /&gt;
&lt;br /&gt;
Hierarchical Fraction &lt;br /&gt;
&lt;br /&gt;
Information Passing &lt;br /&gt;
&lt;br /&gt;
Internal Conflict &lt;br /&gt;
&lt;br /&gt;
Internal Rivalry &lt;br /&gt;
&lt;br /&gt;
Linked Destinies &lt;br /&gt;
&lt;br /&gt;
Loyalty &lt;br /&gt;
&lt;br /&gt;
Maintaining Lies &lt;br /&gt;
&lt;br /&gt;
Match-Making &lt;br /&gt;
&lt;br /&gt;
Memory of Important Events &lt;br /&gt;
&lt;br /&gt;
My Enemy’s Enemy is my Friend &lt;br /&gt;
&lt;br /&gt;
Others fortune affects own Mood &lt;br /&gt;
&lt;br /&gt;
Outcast &lt;br /&gt;
&lt;br /&gt;
Outspoken Support &lt;br /&gt;
&lt;br /&gt;
Requesting Support &lt;br /&gt;
&lt;br /&gt;
Social Gatekeeper &lt;br /&gt;
&lt;br /&gt;
Social Maintenance &lt;br /&gt;
&lt;br /&gt;
Social Norm &lt;br /&gt;
&lt;br /&gt;
Traitor&lt;br /&gt;
&lt;br /&gt;
==== Dialogue design with Jenny ====&lt;br /&gt;
Incremental Dialogue Processing&lt;br /&gt;
&lt;br /&gt;
Chunk-based Dialogue Processing&lt;br /&gt;
&lt;br /&gt;
Single-Initiative Dialogues&lt;br /&gt;
&lt;br /&gt;
Mixed Initiative Dialogues&lt;br /&gt;
&lt;br /&gt;
Basic Input Feedback&lt;br /&gt;
&lt;br /&gt;
Barge-In&lt;br /&gt;
&lt;br /&gt;
Canned Text Responses&lt;br /&gt;
&lt;br /&gt;
Diegetically Consistent Dialogue&lt;br /&gt;
&lt;br /&gt;
Context Dependent Dialogue&lt;br /&gt;
&lt;br /&gt;
Gameplay Integrated Conversation&lt;br /&gt;
&lt;br /&gt;
Illocutionary Interface&lt;br /&gt;
&lt;br /&gt;
Location-Specific Dialogue&lt;br /&gt;
&lt;br /&gt;
Character-Specific Dialogue&lt;br /&gt;
&lt;br /&gt;
Colloquial Mastery&lt;br /&gt;
&lt;br /&gt;
Delicate Phrasing&lt;br /&gt;
&lt;br /&gt;
==== MMOG design by Jenny's master students ====&lt;br /&gt;
''To be added''&lt;br /&gt;
&lt;br /&gt;
==== Pervasive games with Johan Peitz ====&lt;br /&gt;
Actor Detachment&lt;br /&gt;
&lt;br /&gt;
Artifact-Artifact Proximity&lt;br /&gt;
&lt;br /&gt;
Artifact-Location Proximity&lt;br /&gt;
&lt;br /&gt;
Configurable Gameplay Area&lt;br /&gt;
&lt;br /&gt;
Coupled Games&lt;br /&gt;
&lt;br /&gt;
Critical Gameplay Design &lt;br /&gt;
&lt;br /&gt;
Crossmedia Gameplay&lt;br /&gt;
&lt;br /&gt;
Decontextability&lt;br /&gt;
&lt;br /&gt;
Extra-Game Input&lt;br /&gt;
&lt;br /&gt;
Game Element Trading&lt;br /&gt;
&lt;br /&gt;
Gameplay Changes Perception of Real World Phenomena&lt;br /&gt;
&lt;br /&gt;
Heterogeneous Game Element Ownership&lt;br /&gt;
&lt;br /&gt;
Interruptible Gameplay&lt;br /&gt;
&lt;br /&gt;
Minimalized Social Weight&lt;br /&gt;
&lt;br /&gt;
Possibility of Anonymity&lt;br /&gt;
&lt;br /&gt;
Physical Navigation&lt;br /&gt;
&lt;br /&gt;
Player Physical Prowess&lt;br /&gt;
&lt;br /&gt;
Player-Artifact Proximity &lt;br /&gt;
&lt;br /&gt;
Player-Avatar Proximity&lt;br /&gt;
&lt;br /&gt;
Player-Location Proximity&lt;br /&gt;
&lt;br /&gt;
Player-Player Proximity&lt;br /&gt;
&lt;br /&gt;
Real Life Activities Affect Game State&lt;br /&gt;
&lt;br /&gt;
Real World Knowledge Advantages&lt;br /&gt;
&lt;br /&gt;
Seamful Gameplay&lt;br /&gt;
&lt;br /&gt;
Self-Reported Positioning &lt;br /&gt;
&lt;br /&gt;
Social Adaptability &lt;br /&gt;
&lt;br /&gt;
The Rabbit Hole Invitation&lt;br /&gt;
&lt;br /&gt;
Unmediated Social Interaction&lt;br /&gt;
&lt;br /&gt;
==== Unknown ====&lt;br /&gt;
Persistant State World&lt;br /&gt;
Fixed Real-World Exchange Rate&lt;br /&gt;
Death game mönstret&lt;br /&gt;
Point of No Return&lt;br /&gt;
&lt;br /&gt;
==== New proposals from working with the wiki ====&lt;br /&gt;
[[Private Game Spaces]] [Like Puerto Rico, Race to the Galaxy etc.] --[[User:Staffan Björk|Staffan Björk]] 16:10, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Time Pressure]] [Surprised that this doesn't exist already, or have a missed one?] --[[User:Staffan Björk|Staffan Björk]] 08:36, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Attention Demanding]] [grew out of rewriting real-time games] --[[User:Staffan Björk|Staffan Björk]] 16:08, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Togetherness]] [grew out of rewriting real-time games, and makes Karl happy maybe] --[[User:Staffan Björk|Staffan Björk]] 16:18, 6 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Option Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|Staffan Björk]] 17:58, 7 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Acheivements]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:00, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Buddy Lists]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:25, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Statistics]] [from rewriting high score lists] --[[User:Staffan Björk|Staffan Björk]] 12:28, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Cooldown]] [From WoW and other games, e.g. Borderlands] --[[User:Staffan Björk|Staffan Björk]] 14:31, 8 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Steadily Decreasing Resources]] [From writing Unwinnable Games] --[[User:Staffan Björk|Staffan Björk]] 11:43, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Turnover]] [From playing Bloodbowl] --[[User:Staffan Björk|Staffan Björk]] 20:43, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Time Manipulation]] [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --[[User:Staffan Björk|Staffan Björk]] 15:27, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Assymetrical Roles]] (already covered by assymetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--[[User:Karl Bergström|Karl Bergström]] 14:33, 20 November 2009 (UTC))&lt;br /&gt;
&lt;br /&gt;
[[Value of Effort]] (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --[[User:Staffan Björk|Staffan Björk]] 13:41, 21 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Non-Diegetic Elements]] (representing elements in the game world which are not part of the diegetic) --[[User:Staffan Björk|Staffan Björk]] 10:01, 25 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Grinding]] (WoW) --[[User:Staffan Björk|Staffan Björk]] 13:10, 28 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Massively Multiplayer Online Games]] (why not?) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Massively Single-Player Online Games]] (from 4'33&amp;quot;, Spore and even Nethack) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Positive Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)  &lt;br /&gt;
&lt;br /&gt;
[[Negative Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Stack Seeding]] (from Pandemic and Ghost Story from writing about [[Randomness]]) --[[User:Staffan Björk|Staffan Björk]] 15:53, 7 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Lobbies]] (for finding games and friends, e.g. in L4D) --[[User:Staffan Björk|Staffan Björk]] 10:28, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Location-Fixed Abilities]] (machine guns in L4D) --[[User:Staffan Björk|Staffan Björk]] 16:34, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Inventory]] --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Limited Inventory]] (L4D) --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Variable Accuracy]] (L4D, player skill, character skill, equipment) --[[User:Staffan Björk|Staffan Björk]] 16:45, 15 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player/Character Skill Composite]] (both player and character skill affects likelihood of success) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Dynamic Difficulty Adjustment]] (video games but also BSG &amp;amp; Shadows over Camelot) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Split-Screen View]] (from writing about local multiplayer console games) --[[User:Staffan Björk|Staffan Björk]] 13:40, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Backtracking Levels]] (Left 4 Dead 2 campaign Hard Rain) --[[User:Staffan Björk|Staffan Björk]] 14:17, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Campaigns]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:30, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Community Functionality]] --[[User:Staffan Björk|Staffan Björk]] 15:07, 16 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Voting]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player Decided Rule Setup]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game-Defined Vocabulary]] (quick responses in Battlefield and L4D series) --[[User:Staffan Björk|Staffan Björk]] 12:29, 17 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Further Player Improvement Potential]] (that one can get better at the game, from writing [[Challenging Gameplay]]) --[[User:Staffan Björk|Staffan Björk]] 15:22, 21 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Difficulty Settings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:09, 22 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Agents]] (game elements that show intentionality, from working with NPCs) --[[User:Staffan Björk|Staffan Björk]] 10:16, 13 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Algorithmic Agents]] (AI agents) --[[User:Staffan Björk|Staffan Björk]] 12:26, 13 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Role Fulfillment]] (the joy of fulfilling your role (e.g. tank, sniper, healer) in a group.) --[[User:Karl Bergström|Karl Bergström]] 09:39, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==== New written patterns from working with the wiki ====&lt;br /&gt;
[[Unwinnable Games]] [From staries]] --[[User:Staffan Björk|Staffan Björk]] 14:02, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Drop-In/Drop-Out]] [From Lego Stars Wars and Left 4 Dead] --[[User:Staffan Björk|Staffan Björk]] 10:20, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Time Limited Game Instances]] (from working on [[Time Limits]] and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 15:45, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Element Insertion]] (from working on emergence  and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 10:01, 7 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=806</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=806"/>
				<updated>2010-01-13T08:51:12Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: /* Brief */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome. The actions are planned in collaboration with the other players, using cards, and the gameplay is usually a frantic affair as the players try to make sure they have all their bases covered. During the resolution phase, the players get to see if their actions where worthwhile, as they are acted out and what, if any, damage to the ship is evaluated.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time-limit|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=805</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=805"/>
				<updated>2010-01-12T16:00:44Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one real time phase, in which all players plan their actions for the entire game, and one where these actions are resolved. A cd soundtrack acts as the ship's computer, providing information on the different dangers threatening the ship. This soundtrack also serves as a time-limit; when it has played, the first phase of the game is complete and the players can no longer influence the outcome.&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time-limit|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=804</id>
		<title>Space Alert</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Space_Alert&amp;diff=804"/>
				<updated>2010-01-12T15:22:11Z</updated>
		
		<summary type="html">&lt;p&gt;Karl Bergström: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Board Games]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
== Brief ==&lt;br /&gt;
''The players are astronauts on a ship beset by both internal and external dangers. Initially, all players plan their orders, which are carried out after everyone if done. If the ship is not destroyed, the characters survive. If not - tough luck.''&lt;br /&gt;
&lt;br /&gt;
=== Main Gameplay Design Patterns ===&lt;br /&gt;
[[Time Pressure]], [[Cooperation]], [[Team Play]], [[Tension]], [[Real-Time Games]] &lt;br /&gt;
&lt;br /&gt;
=== Platforms ===&lt;br /&gt;
Board Game&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[Space Alert]] is carried out in two distinct phases; one [[Real-Time Games|Real Time]]-phase, in which all players plan their actions for the entire game, and one where these actions are resolved. Each game consists of trying to fulfill a mission, which can be compared to a [[Levels|Level]] since there is a tendency towards higher difficulty on later missions. The missions are also structured to provide a [[Smooth Learning Curves|Smooth Learning Curve]] but players can also influence the [[Difficulty Settings]] of a mission through selecting which [[Cards]] describing [[Enemies]] and [[Challenges]] should be in the [[Drawing Stacks]].&lt;br /&gt;
&lt;br /&gt;
=== Real Time Action Planning Phase ===&lt;br /&gt;
The [[Narrative Structure]] of the game dictates that the players are the crew onboard a space ship, their main goal being to [[Survive]] for ten minutes despite all the [[Enemies]] and [[Obstacles]] that try to destroy the ship. This phase is played out by listening to a sound track describing what happens, i.e. where and when [[Enemies]] and or obstacles will appear, although the exact nature of the enemy or obstacle is [[Randomness|random]] Since they are being drawn from a [[Drawing Stacks|Drawing Stack]]. Each player has twelve slots -- corresponding to rounds during the resolution phase of the game -- where [[Cards]] can be placed to show if the player does something that round. The players can [[Movement|Move]] around the ship -- leading to [[Spatial Immersion]] -- using [[Cards]] that may also be used to carry out one of the following [[Limited Set of Action|actions]]: use the computers, fire a weapon, distribute energy to shields or storages, or a &amp;quot;special action&amp;quot; depending on the players location. The ship's energy is a [[Non-Renewable Resource]], and so is its missiles. The placement of [[Cards]] is not [[Turn-Based Games|Turn-Based]], but occurs in [[Real-Time]]. Players place their cards upside down, but may tell the others what they plan to do, thus stimulating [[Social Interaction]] and [[Team Play]]. Being unable to destroy an [[Enemy]] results in a [[Penalties|Penalty]] in the form of [[Ability Losses]] as the shields and eventually the ship is damaged. &lt;br /&gt;
&lt;br /&gt;
Since this phase is [[Time-limit|Time-limited]], it generates [[Time Pressure]] which in turn results in [[Tension]]. Very much information is known, e.g. how much damage an [[Enemies|Enemy]] can take, the firepower of the ship's weapon's etc. This [[Stimulated Planning|Stimulates Planning]] but to balance things out the game also requires a lot of [[Timing]]; [[Enemies]] can only be attacked once they have appeared, and it is [[Rewards|Rewarding]] to shoot at an [[Enemy]] [[Simultaneity|Simultaneously]]. Thus, lots of [[Social Interaction]] is required to succeed, but due to [[Time Pressure]] this does not always work out. The result is that players often ''feel'' that they have much more [[Imperfect Information]] than they actually do; for instance they may well communicate exactly what everyone does when but in practice this is not done.&lt;br /&gt;
&lt;br /&gt;
=== Resolution Phase ===&lt;br /&gt;
&lt;br /&gt;
Here, players enact the orders from the previous phase. This part of the game contains no actual gameplay/player input (except for the &amp;quot;oops&amp;quot; rule, which is very minor); it is only an enactment of the decisions previously taken. Now, all information is [[Perfect Information]]. In this phase players often realise that their actions are unccordinated (e.g. A fires the cannons in round 5, but B did not load them with energy until round 6) or made impossible by unanticipated events (e.g A tries to use the lift, but an enemy attack has destroyed it).&lt;br /&gt;
&lt;br /&gt;
== Other Noteworthy Aspects ==&lt;br /&gt;
&lt;br /&gt;
=== Developer ===&lt;br /&gt;
 	&lt;br /&gt;
Main Designer: Vlaada (Vladimír) Chvátil&lt;br /&gt;
&lt;br /&gt;
=== Publisher ===&lt;br /&gt;
	&lt;br /&gt;
Czech Games Edition&lt;br /&gt;
&lt;br /&gt;
Heidelberger Spieleverlag&lt;br /&gt;
&lt;br /&gt;
Quined White Goblin Games (QWG)&lt;br /&gt;
&lt;br /&gt;
Rio Grande Games&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[http://www.boardgamegeek.com/boardgame/38453 BoardGameGeek entry for Space Alert]&lt;/div&gt;</summary>
		<author><name>Karl Bergström</name></author>	</entry>

	</feed>