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				<updated>2026-03-19T15:21:21Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki for developing an extensive [[:Category:Patterns|gameplay design patterns collection]] based upon specific [[:Category:Games|game designs]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be numerous but with little content (and this will be the case until all planned patterns have been created). It is maintained by [[User:Staffan Björk|Staffan Björk]] and [[User:Jussi Holopainen|Jussi Holopainen]].&lt;br /&gt;
&lt;br /&gt;
As any project exploring the commonality between different artifacts, the collection makes use of some [[Underlying Assumptions and Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]].&lt;br /&gt;
&lt;br /&gt;
== What are design patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Who is it for? ===&lt;br /&gt;
&lt;br /&gt;
Since we want to use this for our research (e.g. quote things here which we know won't change) we don't allow everyone to create an account. However, we do wish that everyone can comment on the talk pages and will make that possible as soon as we've figured out how.&lt;br /&gt;
&lt;br /&gt;
== How does one use design patterns ==&lt;br /&gt;
The main idea of having gameplay design patterns is to make it easier to express clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.&lt;br /&gt;
&lt;br /&gt;
== I want to contribute ==&lt;br /&gt;
Contact [[User:Staffan Björk|Staffan Björk]] by email if you want to be given an account.&lt;br /&gt;
&lt;br /&gt;
=== New User? ===&lt;br /&gt;
Some useful information is on the [[:Help:Contents]] page.&lt;br /&gt;
&lt;br /&gt;
=== Process ===&lt;br /&gt;
See [[Process|here]] for plans on how to work on developing the wiki.&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
These are publications that either use gameplay design patterns, other types of patterns, or similar approaches. Contact [[User:Staffan Björk|Staffan Björk]] by email if you wish to have something added here.&lt;br /&gt;
&lt;br /&gt;
* Zhaolin Lyu, Jussi Holopainen, and Staffan Björk. 2023. Goal Playable Concepts Coupling Gameplay Design Patterns with Playable Concepts. In Proceedings of the 26th International Academic Mindtrek Conference (Mindtrek '23). Association for Computing Machinery, New York, NY, USA, 57–66. https://doi.org/10.1145/3616961.3616986&lt;br /&gt;
&lt;br /&gt;
* Widdicks, K., Pargman, D., &amp;amp; Björk, S. (2020). Backfiring and favouring: how design processes in HCI lead to anti-patterns and repentant designers. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (NordiCHI '20). Association for Computing Machinery, New York, NY, USA, Article 16, 1–12. DOI:https://doi.org/10.1145/3419249.3420175&lt;br /&gt;
&lt;br /&gt;
* Baykal, G.E., Eriksson, E., Barendregt, W., Torgersson, O., &amp;amp; Björk, S. (2020). Evaluating Co-located Games as a Mediator for Children’s Collaborative Interaction. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (NordiCHI '20). Association for Computing Machinery, New York, NY, USA, Article 32, 1–11. DOI:https://doi.org/10.1145/3419249.3420118&lt;br /&gt;
&lt;br /&gt;
* Lee, C. 2020. Building a Visualiser for the Gameplay Design Patterns Wiki. University of Lincoln. Thesis. https://doi.org/10.24385/lincoln.24326803.v1&lt;br /&gt;
&lt;br /&gt;
* Lee, C., Holopainen, J. and Christian, W., 2020, January. Making Sense of the Gameplay Design Pattern Collection. In Abstract Proceedings of DiGRA 2020 Conference: Play Everywhere.&lt;br /&gt;
&lt;br /&gt;
* Flores, N., Paiva, A. C. R., &amp;amp; Cruz, N. 2020. Teaching software engineering topics through pedagogical game design patterns: An empirical study. Information, 11(3), 153.&lt;br /&gt;
&lt;br /&gt;
* Eriksson, E., Björk, S., Baykal, G.E., &amp;amp; Torgersson, O. (2019). Using Gameplay Design Patterns with Children in the Redesign of a Collaborative Co-located Game. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (IDC '19). Association for Computing Machinery, New York, NY, USA, 15–25. DOI:https://doi.org/10.1145/3311927.3323155&lt;br /&gt;
&lt;br /&gt;
* Baykal, G.E., Eriksson, E., Björk, S., &amp;amp; Torgersson, O. (2019). Using Gameplay Design Patterns to Support Children's Collaborative Interactions for Learning. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA '19). Association for Computing Machinery, New York, NY, USA, Paper LBW0168, 1–6. DOI:https://doi.org/10.1145/3290607.3312889&lt;br /&gt;
&lt;br /&gt;
* Björk, Staffan and Zagal, José P. (2018). [http://virt10.itu.chalmers.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 323-336.&lt;br /&gt;
* Cowley, B. &amp;amp; Charles, D. (2015). [http://link.springer.com/article/10.1007/s11257-016-9170-1?wt_mc=internal.event.1.SEM.ArticleAuthorOnlineFirst Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. &lt;br /&gt;
* Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M., Jarvela, S., Ekman, I., Kemppainen, J. &amp;amp; Ravaja, N. (2014). [http://sag.sagepub.com/content/45/1/41 Experience Assessment and Design in the Analysis of Gameplay]. Simulation &amp;amp; Gaming, 45(1), 41–69. doi:10.1177/1046878113513936&lt;br /&gt;
* Olsson, C.M., Björk, S. &amp;amp; Dahlskog, S. (2014). [http://www.digra.org/digital-library/publications/the-conceptual-relationship-model-understanding-patterns-and-mechanics-in-game-design/ The Conceptual Relationship Model. Understanding Patterns and Mechanics in Game Design]. Proceeedings of DiGRA 2014.&lt;br /&gt;
* Canossa, A., &amp;amp; Nelson, M. &amp;amp; Björk, S. (2014). [http://fdg2014.org/papers/fdg2014_paper_04.pdf X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes]. Foundations of Digital Games 2014, April 3-7, 2014, Fort Lauderdale, US.&lt;br /&gt;
* Dahlskog, S., Björk, S. &amp;amp; Togelius, J. 2015. Patterns, Dungeons and Generators. Foundations of Digital Games Conference, 2015. &lt;br /&gt;
* Dristig Stenström, C. &amp;amp; Björk, S. (2013). [http://www.fdg2013.org/program/workshops/papers/DPG2013/b5-stenstrom.pdf Understanding combat design in computer role-playing games]. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games. &lt;br /&gt;
* Zagal, J.P., Björk, S. &amp;amp; Lewis, C. (2013). [http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf Dark Patterns in the Design of Games]. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.&lt;br /&gt;
* Bergström, K. (2012). [https://gupea.ub.gu.se/bitstream/2077/29072/1/gupea_2077_29072_1.pdf Playing for Togetherness - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Linderoth, J., Björk, S. &amp;amp; Olsson, C. (2012). Should I stay or should I go - Boundary maintaining mechanisms in Left 4 Dead 2. Nordic DiGRA 2012, June 6-8, Tampere, Finland.&lt;br /&gt;
* Lundgren, S. &amp;amp; Björk, S. (2012). [http://dl.acm.org/citation.cfm?id=2282338.2282363 Neither Playing nor Gaming: Pottering in Games]. Foundations of Digital Games 2012, May 29-June 1, 2012 Raleigh, NC, USA.&lt;br /&gt;
* Holopainen, J. (2011). Foundations of Gameplay. PhD thesis at School of Computing, Blekinge Institute of Technology. Doctoral Dissertation Series No. 2011-02.&lt;br /&gt;
* Bergström, K., Björk, S. &amp;amp; Lundgren, S. (2010). [http://www.digra.org/dl/db/09287.58159.pdf Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games]. Paper presentation at Mindtrek 2010. Tampere, Finland.&lt;br /&gt;
* Björk, S. (2010). [http://www.digra.org/dl/db/10343.56043.pdf On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features]. Paper presentation at Nordic DiGRA 2010, Stockholm, Sweden.&lt;br /&gt;
* Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101. ISBN 978-952-60-0002-2.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2010). Harvesting Gameplay Design Patterns Using Theory Lenses. Presentation at Game Research Methods Seminar. Tampere, Finland.&lt;br /&gt;
* Lankoski, P., Johansson, A., Karlsson, B., Björk, S. &amp;amp; Dell’Acqua, P. (2010). AI Design for Believable Characters via Gameplay Design Patterns. In M. M. Cruz-Cunha, V. H. Carvalho and P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global. ISBN 1609605675.&lt;br /&gt;
* Brusk, J. &amp;amp; Björk, S. (2009). [http://www.digra.org/dl/db/09287.59480.pdf Gameplay Design Patterns for Game Dialogues]. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2008). [http://taik.academia.edu/PetriLankoski/Papers/88274/Character-Driven_Game_Design_Characters_Conflict_and_Gameplay Character-Driven Game Design: Characters, Conflicts, and Gameplay]. Paper presentation at GDTW, Sixth International Conference in Game Design and Technology, 2008.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2008). Gameplay Design Patterns for Motivation. Paper presentation at ISAGA 2008, Kaunas, Lithuania.&lt;br /&gt;
* Goude, D., Björk, S. &amp;amp; Rydmark, M. (2007). Game Design in VR Systems for Rehabilitation. Proceedings of MMVR (Medicine Meets Virtual Reality) 15. Vol 15, pp 146-148.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy Between Computer Games, Architecture, and Urbanism. Birkhäuser Publishing, Basel Boston Berlin. ISBN 978-3-7643-8414-2.&lt;br /&gt;
* Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07315.46085.pdf Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.mlab.uiah.fi/~plankosk/blog/?p=105 Gameplay Design Patterns for Social Networks and Conflicts]. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
* Peitz, J. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2005). Games and Design Patterns. In The Game Design Reader: A Rules of Play Anthology, Salen, K. &amp;amp; Zimmerman, E. (eds). ISBN 0-262-19536-4. MIT Press.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN 1-58450-354-8.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05150.10348 Describing Games - An Interaction-Centric Structural Framework]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
* Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05163.15303.pdf Game Design Patterns]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
&lt;br /&gt;
=== Publications using similar pattern approaches ===&lt;br /&gt;
&lt;br /&gt;
* Dahlskog, S. &amp;amp; Togelius, J. (2012). [http://dl.acm.org/citation.cfm?doid=2427116.2427117​ Patterns and procedural content generation: revisiting Mario in world 1 level 1]. In Workshop Proceedings of the 7th International Conference on the Foundations of Digital Games.&lt;br /&gt;
* Adams, E. &amp;amp; Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.&lt;br /&gt;
* Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages. &lt;br /&gt;
* Cermak-Sassenrath, D. [https://www.iiis.org/cds2012/cd2012imc/demset_2012/paperspdf/dc079ai.pdf A Design Pattern Language for Oldschool Action Games]. In: Nagib Callaos, Belkis Sánchez, Michael J. Savoie, Mohammad Siddique, Andrés Tremante, C. Dale Zinn (Eds.). Proceedings of The 2nd International Conference on Design and Modeling in Science, Education, and Technology:: DeMset 2012, Orlando, US, March 25–28, 2012, p. 194–9.&lt;br /&gt;
* Cermak-Sassenrath, D. [https://ojs.aut.ac.nz/journal-of-creative-technologies/index.php/JCT/article/view/15 Designing Games with Patterns]. In: Colab Journal: Creative Technologies. Vol. 3, special issue on interactivity, 2012.&lt;br /&gt;
* Lewis, C., Wardrip-Fruin, N. &amp;amp; Whitehead, J. (2012). Motivational game design patterns of 'ville games. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '12). ACM, New York, NY, USA, 172-179. DOI=10.1145/2282338.2282373 http://doi.acm.org/10.1145/2282338.2282373&lt;br /&gt;
* Lewis, C. 2014. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities. APRESS.&lt;br /&gt;
* Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. &amp;amp; Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40&lt;br /&gt;
* Hullett, K. &amp;amp; Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
* Milam, D. &amp;amp; Seif El Nasr, M. (2010) [http://dl.acm.org/citation.cfm?id=1822367 Analysis of Level Design 'Push &amp;amp; Pull' within 21 games]. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
&lt;br /&gt;
=== Project reports containing pattern collections ===&lt;br /&gt;
&lt;br /&gt;
* Björk, S. (2012). Gameplay Design Patterns for Public Games. Report for the Experimedia project.&lt;br /&gt;
* Davidsson, O, Peitz, J. &amp;amp; Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center.&lt;br /&gt;
&lt;br /&gt;
=== Other work using similar pattern approaches ===&lt;br /&gt;
* Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Publications ==&lt;br /&gt;
* Montola, M., Stenros, J. &amp;amp; Waern, A. 2009.  [http://knutepunkt.laiv.org/2009/book/PhilosophiesAndStrategiesOfPervasiveLarpDesign/kp09_PhilosophiesAndStrategiesOfPervasiveLarpDesign.pdf Philosophies and strategies of pervasive larp design]. In ''Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp)'', published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns.)&lt;br /&gt;
&lt;br /&gt;
* Linderoth, J. 2010. [http://www.digra.org/wp-content/uploads/digital-library/10343.51199.pdf Why gamers don't learn more: An ecological approach to games as learning environments]. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. (The designs for supporting explorative and performative gameplay can easily been translated to design patterns, and several of these are now in the collection on this site.)&lt;br /&gt;
&lt;br /&gt;
* Jesper, J. [http://www.jesperjuul.net/text/endlessriverofgames/ Sailing the Endless River of Games: The case for Historical Design Patterns]. 1st International Joint Conference of DiGRA and FDG 2016.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Projects ==&lt;br /&gt;
* [https://gdpv.is GDPVis] graphical presentation of all the patterns in the wiki&lt;br /&gt;
* [https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 Friendship Patterns] collection by Daniel Cook&lt;br /&gt;
* [http://motivationalpatterns.com/doku.php?id=start Motivational Lenses and Patterns] collection by Sebastian Deterding and others.&lt;br /&gt;
* [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Patterns] collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)&lt;br /&gt;
* [http://ldp.soe.ucsc.edu/doku.php Level Design Patterns] collection by Ken Hullett and others&lt;br /&gt;
* [http://www.larppatterns.org/ Pattern Language for Larp Design] by J Li &amp;amp; Jason Morningstar&lt;br /&gt;
* [http://www.jorisdormans.nl/machinations/ Machinations], a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations. &lt;br /&gt;
* [http://www.soundingames.com/ Sound Design in Games], a patterns collection regarding sound design in games. The patterns are available as well-produced cards.&lt;br /&gt;
* [http://nordiclarp.org/wiki/Category:Concepts concepts] described on the Nordic LARP wiki have similar scope as gameplay design patterns, and several of them exist as patterns on this wiki&lt;br /&gt;
* Many of the [http://www.giantbomb.com/concepts/ concepts] on the Giant Bomb wiki are similar to gameplay design patterns and have many examples (other concepts, like the football teams in games that are listed first, are not similar).&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage TV Tropes] has a ''large'' collection of concepts from all types of media which is interconnected and has many examples for each concept. As such it has all the characteristics of a pattern collection but focuses more on narration than gameplay that this collection does.&lt;br /&gt;
&lt;br /&gt;
=== Interesting Projects ===&lt;br /&gt;
* [http://www.gameontology.com/index.php/Main_Page Game Ontology Project] &lt;br /&gt;
* [http://rpg-design-patterns.speedykitty.com/doku.php/start RPG Design Patterns] &amp;amp;mdash; a wiki based on the book &amp;quot;Design Patterns of Successful Role-Playing Games&amp;quot; by Whitson which does not seem to have been updated since 2010&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27717</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27717"/>
				<updated>2026-03-17T08:49:01Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki for developing an extensive [[:Category:Patterns|gameplay design patterns collection]] based upon specific [[:Category:Games|game designs]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be numerous but with little content (and this will be the case until all planned patterns have been created). It is maintained by [[User:Staffan Björk|Staffan Björk]] and [[User:Jussi Holopainen|Jussi Holopainen]].&lt;br /&gt;
&lt;br /&gt;
As any project exploring the commonality between different artifacts, the collection makes use of some [[Underlying Assumptions and Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]].&lt;br /&gt;
&lt;br /&gt;
== What are design patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Who is it for? ===&lt;br /&gt;
&lt;br /&gt;
Since we want to use this for our research (e.g. quote things here which we know won't change) we don't allow everyone to create an account. However, we do wish that everyone can comment on the talk pages and will make that possible as soon as we've figured out how.&lt;br /&gt;
&lt;br /&gt;
== How does one use design patterns ==&lt;br /&gt;
The main idea of having gameplay design patterns is to make it easier to express clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.&lt;br /&gt;
&lt;br /&gt;
== I want to contribute ==&lt;br /&gt;
Contact [[User:Staffan Björk|Staffan Björk]] by email if you want to be given an account.&lt;br /&gt;
&lt;br /&gt;
=== New User? ===&lt;br /&gt;
Some useful information is on the [[:Help:Contents]] page.&lt;br /&gt;
&lt;br /&gt;
=== Process ===&lt;br /&gt;
See [[Process|here]] for plans on how to work on developing the wiki.&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
These are publications that either use gameplay design patterns, other types of patterns, or similar approaches. Contact [[User:Staffan Björk|Staffan Björk]] by email if you wish to have something added here.&lt;br /&gt;
&lt;br /&gt;
* Zhaolin Lyu, Jussi Holopainen, and Staffan Björk. 2023. Goal Playable Concepts Coupling Gameplay Design Patterns with Playable Concepts. In Proceedings of the 26th International Academic Mindtrek Conference (Mindtrek '23). Association for Computing Machinery, New York, NY, USA, 57–66. https://doi.org/10.1145/3616961.3616986&lt;br /&gt;
&lt;br /&gt;
* Widdicks, K., Pargman, D., &amp;amp; Björk, S. (2020). Backfiring and favouring: how design processes in HCI lead to anti-patterns and repentant designers. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (NordiCHI '20). Association for Computing Machinery, New York, NY, USA, Article 16, 1–12. DOI:https://doi.org/10.1145/3419249.3420175&lt;br /&gt;
&lt;br /&gt;
* Baykal, G.E., Eriksson, E., Barendregt, W., Torgersson, O., &amp;amp; Björk, S. (2020). Evaluating Co-located Games as a Mediator for Children’s Collaborative Interaction. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (NordiCHI '20). Association for Computing Machinery, New York, NY, USA, Article 32, 1–11. DOI:https://doi.org/10.1145/3419249.3420118&lt;br /&gt;
&lt;br /&gt;
* Eriksson, E., Björk, S., Baykal, G.E., &amp;amp; Torgersson, O. (2019). Using Gameplay Design Patterns with Children in the Redesign of a Collaborative Co-located Game. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (IDC '19). Association for Computing Machinery, New York, NY, USA, 15–25. DOI:https://doi.org/10.1145/3311927.3323155&lt;br /&gt;
&lt;br /&gt;
* Baykal, G.E., Eriksson, E., Björk, S., &amp;amp; Torgersson, O. (2019). Using Gameplay Design Patterns to Support Children's Collaborative Interactions for Learning. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA '19). Association for Computing Machinery, New York, NY, USA, Paper LBW0168, 1–6. DOI:https://doi.org/10.1145/3290607.3312889&lt;br /&gt;
&lt;br /&gt;
* Björk, Staffan and Zagal, José P. (2018). [http://virt10.itu.chalmers.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 323-336.&lt;br /&gt;
* Cowley, B. &amp;amp; Charles, D. (2015). [http://link.springer.com/article/10.1007/s11257-016-9170-1?wt_mc=internal.event.1.SEM.ArticleAuthorOnlineFirst Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. &lt;br /&gt;
* Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M., Jarvela, S., Ekman, I., Kemppainen, J. &amp;amp; Ravaja, N. (2014). [http://sag.sagepub.com/content/45/1/41 Experience Assessment and Design in the Analysis of Gameplay]. Simulation &amp;amp; Gaming, 45(1), 41–69. doi:10.1177/1046878113513936&lt;br /&gt;
* Olsson, C.M., Björk, S. &amp;amp; Dahlskog, S. (2014). [http://www.digra.org/digital-library/publications/the-conceptual-relationship-model-understanding-patterns-and-mechanics-in-game-design/ The Conceptual Relationship Model. Understanding Patterns and Mechanics in Game Design]. Proceeedings of DiGRA 2014.&lt;br /&gt;
* Canossa, A., &amp;amp; Nelson, M. &amp;amp; Björk, S. (2014). [http://fdg2014.org/papers/fdg2014_paper_04.pdf X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes]. Foundations of Digital Games 2014, April 3-7, 2014, Fort Lauderdale, US.&lt;br /&gt;
* Dahlskog, S., Björk, S. &amp;amp; Togelius, J. 2015. Patterns, Dungeons and Generators. Foundations of Digital Games Conference, 2015. &lt;br /&gt;
* Dristig Stenström, C. &amp;amp; Björk, S. (2013). [http://www.fdg2013.org/program/workshops/papers/DPG2013/b5-stenstrom.pdf Understanding combat design in computer role-playing games]. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games. &lt;br /&gt;
* Zagal, J.P., Björk, S. &amp;amp; Lewis, C. (2013). [http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf Dark Patterns in the Design of Games]. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.&lt;br /&gt;
* Bergström, K. (2012). [https://gupea.ub.gu.se/bitstream/2077/29072/1/gupea_2077_29072_1.pdf Playing for Togetherness - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Linderoth, J., Björk, S. &amp;amp; Olsson, C. (2012). Should I stay or should I go - Boundary maintaining mechanisms in Left 4 Dead 2. Nordic DiGRA 2012, June 6-8, Tampere, Finland.&lt;br /&gt;
* Lundgren, S. &amp;amp; Björk, S. (2012). [http://dl.acm.org/citation.cfm?id=2282338.2282363 Neither Playing nor Gaming: Pottering in Games]. Foundations of Digital Games 2012, May 29-June 1, 2012 Raleigh, NC, USA.&lt;br /&gt;
* Holopainen, J. (2011). Foundations of Gameplay. PhD thesis at School of Computing, Blekinge Institute of Technology. Doctoral Dissertation Series No. 2011-02.&lt;br /&gt;
* Bergström, K., Björk, S. &amp;amp; Lundgren, S. (2010). [http://www.digra.org/dl/db/09287.58159.pdf Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games]. Paper presentation at Mindtrek 2010. Tampere, Finland.&lt;br /&gt;
* Björk, S. (2010). [http://www.digra.org/dl/db/10343.56043.pdf On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features]. Paper presentation at Nordic DiGRA 2010, Stockholm, Sweden.&lt;br /&gt;
* Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101. ISBN 978-952-60-0002-2.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2010). Harvesting Gameplay Design Patterns Using Theory Lenses. Presentation at Game Research Methods Seminar. Tampere, Finland.&lt;br /&gt;
* Lankoski, P., Johansson, A., Karlsson, B., Björk, S. &amp;amp; Dell’Acqua, P. (2010). AI Design for Believable Characters via Gameplay Design Patterns. In M. M. Cruz-Cunha, V. H. Carvalho and P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global. ISBN 1609605675.&lt;br /&gt;
* Brusk, J. &amp;amp; Björk, S. (2009). [http://www.digra.org/dl/db/09287.59480.pdf Gameplay Design Patterns for Game Dialogues]. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2008). [http://taik.academia.edu/PetriLankoski/Papers/88274/Character-Driven_Game_Design_Characters_Conflict_and_Gameplay Character-Driven Game Design: Characters, Conflicts, and Gameplay]. Paper presentation at GDTW, Sixth International Conference in Game Design and Technology, 2008.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2008). Gameplay Design Patterns for Motivation. Paper presentation at ISAGA 2008, Kaunas, Lithuania.&lt;br /&gt;
* Goude, D., Björk, S. &amp;amp; Rydmark, M. (2007). Game Design in VR Systems for Rehabilitation. Proceedings of MMVR (Medicine Meets Virtual Reality) 15. Vol 15, pp 146-148.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy Between Computer Games, Architecture, and Urbanism. Birkhäuser Publishing, Basel Boston Berlin. ISBN 978-3-7643-8414-2.&lt;br /&gt;
* Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07315.46085.pdf Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.mlab.uiah.fi/~plankosk/blog/?p=105 Gameplay Design Patterns for Social Networks and Conflicts]. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
* Peitz, J. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2005). Games and Design Patterns. In The Game Design Reader: A Rules of Play Anthology, Salen, K. &amp;amp; Zimmerman, E. (eds). ISBN 0-262-19536-4. MIT Press.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN 1-58450-354-8.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05150.10348 Describing Games - An Interaction-Centric Structural Framework]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
* Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05163.15303.pdf Game Design Patterns]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
&lt;br /&gt;
=== Publications using similar pattern approaches ===&lt;br /&gt;
&lt;br /&gt;
* Dahlskog, S. &amp;amp; Togelius, J. (2012). [http://dl.acm.org/citation.cfm?doid=2427116.2427117​ Patterns and procedural content generation: revisiting Mario in world 1 level 1]. In Workshop Proceedings of the 7th International Conference on the Foundations of Digital Games.&lt;br /&gt;
* Adams, E. &amp;amp; Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.&lt;br /&gt;
* Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages. &lt;br /&gt;
* Cermak-Sassenrath, D. [https://www.iiis.org/cds2012/cd2012imc/demset_2012/paperspdf/dc079ai.pdf A Design Pattern Language for Oldschool Action Games]. In: Nagib Callaos, Belkis Sánchez, Michael J. Savoie, Mohammad Siddique, Andrés Tremante, C. Dale Zinn (Eds.). Proceedings of The 2nd International Conference on Design and Modeling in Science, Education, and Technology:: DeMset 2012, Orlando, US, March 25–28, 2012, p. 194–9.&lt;br /&gt;
* Cermak-Sassenrath, D. [https://ojs.aut.ac.nz/journal-of-creative-technologies/index.php/JCT/article/view/15 Designing Games with Patterns]. In: Colab Journal: Creative Technologies. Vol. 3, special issue on interactivity, 2012.&lt;br /&gt;
* Lewis, C., Wardrip-Fruin, N. &amp;amp; Whitehead, J. (2012). Motivational game design patterns of 'ville games. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '12). ACM, New York, NY, USA, 172-179. DOI=10.1145/2282338.2282373 http://doi.acm.org/10.1145/2282338.2282373&lt;br /&gt;
* Lewis, C. 2014. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities. APRESS.&lt;br /&gt;
* Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. &amp;amp; Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40&lt;br /&gt;
* Hullett, K. &amp;amp; Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
* Milam, D. &amp;amp; Seif El Nasr, M. (2010) [http://dl.acm.org/citation.cfm?id=1822367 Analysis of Level Design 'Push &amp;amp; Pull' within 21 games]. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
&lt;br /&gt;
=== Project reports containing pattern collections ===&lt;br /&gt;
&lt;br /&gt;
* Björk, S. (2012). Gameplay Design Patterns for Public Games. Report for the Experimedia project.&lt;br /&gt;
* Davidsson, O, Peitz, J. &amp;amp; Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center.&lt;br /&gt;
&lt;br /&gt;
=== Other work using similar pattern approaches ===&lt;br /&gt;
* Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Publications ==&lt;br /&gt;
* Montola, M., Stenros, J. &amp;amp; Waern, A. 2009.  [http://knutepunkt.laiv.org/2009/book/PhilosophiesAndStrategiesOfPervasiveLarpDesign/kp09_PhilosophiesAndStrategiesOfPervasiveLarpDesign.pdf Philosophies and strategies of pervasive larp design]. In ''Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp)'', published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns.)&lt;br /&gt;
&lt;br /&gt;
* Linderoth, J. 2010. [http://www.digra.org/wp-content/uploads/digital-library/10343.51199.pdf Why gamers don't learn more: An ecological approach to games as learning environments]. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. (The designs for supporting explorative and performative gameplay can easily been translated to design patterns, and several of these are now in the collection on this site.)&lt;br /&gt;
&lt;br /&gt;
* Jesper, J. [http://www.jesperjuul.net/text/endlessriverofgames/ Sailing the Endless River of Games: The case for Historical Design Patterns]. 1st International Joint Conference of DiGRA and FDG 2016.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Projects ==&lt;br /&gt;
* [https://gdpv.is GDPVis] graphical presentation of all the patterns in the wiki&lt;br /&gt;
* [https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 Friendship Patterns] collection by Daniel Cook&lt;br /&gt;
* [http://motivationalpatterns.com/doku.php?id=start Motivational Lenses and Patterns] collection by Sebastian Deterding and others.&lt;br /&gt;
* [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Patterns] collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)&lt;br /&gt;
* [http://ldp.soe.ucsc.edu/doku.php Level Design Patterns] collection by Ken Hullett and others&lt;br /&gt;
* [http://www.larppatterns.org/ Pattern Language for Larp Design] by J Li &amp;amp; Jason Morningstar&lt;br /&gt;
* [http://www.jorisdormans.nl/machinations/ Machinations], a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations. &lt;br /&gt;
* [http://www.soundingames.com/ Sound Design in Games], a patterns collection regarding sound design in games. The patterns are available as well-produced cards.&lt;br /&gt;
* [http://nordiclarp.org/wiki/Category:Concepts concepts] described on the Nordic LARP wiki have similar scope as gameplay design patterns, and several of them exist as patterns on this wiki&lt;br /&gt;
* Many of the [http://www.giantbomb.com/concepts/ concepts] on the Giant Bomb wiki are similar to gameplay design patterns and have many examples (other concepts, like the football teams in games that are listed first, are not similar).&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage TV Tropes] has a ''large'' collection of concepts from all types of media which is interconnected and has many examples for each concept. As such it has all the characteristics of a pattern collection but focuses more on narration than gameplay that this collection does.&lt;br /&gt;
&lt;br /&gt;
=== Interesting Projects ===&lt;br /&gt;
* [http://www.gameontology.com/index.php/Main_Page Game Ontology Project] &lt;br /&gt;
* [http://rpg-design-patterns.speedykitty.com/doku.php/start RPG Design Patterns] &amp;amp;mdash; a wiki based on the book &amp;quot;Design Patterns of Successful Role-Playing Games&amp;quot; by Whitson which does not seem to have been updated since 2010&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27716</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27716"/>
				<updated>2026-03-17T08:42:33Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki for developing an extensive [[:Category:Patterns|gameplay design patterns collection]] based upon specific [[:Category:Games|game designs]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be numerous but with little content (and this will be the case until all planned patterns have been created). It is maintained by [[User:Staffan Björk|Staffan Björk]] and [[User:Jussi Holopainen|Jussi Holopainen]].&lt;br /&gt;
&lt;br /&gt;
As any project exploring the commonality between different artifacts, the collection makes use of some [[Underlying Assumptions and Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]].&lt;br /&gt;
&lt;br /&gt;
== What are design patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Who is it for? ===&lt;br /&gt;
&lt;br /&gt;
Since we want to use this for our research (e.g. quote things here which we know won't change) we don't allow everyone to create an account. However, we do wish that everyone can comment on the talk pages and will make that possible as soon as we've figured out how.&lt;br /&gt;
&lt;br /&gt;
== How does one use design patterns ==&lt;br /&gt;
The main idea of having gameplay design patterns is to make it easier to express clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.&lt;br /&gt;
&lt;br /&gt;
== I want to contribute ==&lt;br /&gt;
Contact [[User:Staffan Björk|Staffan Björk]] by email if you want to be given an account.&lt;br /&gt;
&lt;br /&gt;
=== New User? ===&lt;br /&gt;
Some useful information is on the [[:Help:Contents]] page.&lt;br /&gt;
&lt;br /&gt;
=== Process ===&lt;br /&gt;
See [[Process|here]] for plans on how to work on developing the wiki.&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
These are publications that either use gameplay design patterns, other types of patterns, or similar approaches. Contact [[User:Staffan Björk|Staffan Björk]] by email if you wish to have something added here.&lt;br /&gt;
&lt;br /&gt;
* Widdicks, K., Pargman, D., &amp;amp; Björk, S. (2020). Backfiring and favouring: how design processes in HCI lead to anti-patterns and repentant designers. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (NordiCHI '20). Association for Computing Machinery, New York, NY, USA, Article 16, 1–12. DOI:https://doi.org/10.1145/3419249.3420175&lt;br /&gt;
&lt;br /&gt;
* Baykal, G.E., Eriksson, E., Barendregt, W., Torgersson, O., &amp;amp; Björk, S. (2020). Evaluating Co-located Games as a Mediator for Children’s Collaborative Interaction. In Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society (NordiCHI '20). Association for Computing Machinery, New York, NY, USA, Article 32, 1–11. DOI:https://doi.org/10.1145/3419249.3420118&lt;br /&gt;
&lt;br /&gt;
* Eriksson, E., Björk, S., Baykal, G.E., &amp;amp; Torgersson, O. (2019). Using Gameplay Design Patterns with Children in the Redesign of a Collaborative Co-located Game. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (IDC '19). Association for Computing Machinery, New York, NY, USA, 15–25. DOI:https://doi.org/10.1145/3311927.3323155&lt;br /&gt;
&lt;br /&gt;
* Baykal, G.E., Eriksson, E., Björk, S., &amp;amp; Torgersson, O. (2019). Using Gameplay Design Patterns to Support Children's Collaborative Interactions for Learning. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (CHI EA '19). Association for Computing Machinery, New York, NY, USA, Paper LBW0168, 1–6. DOI:https://doi.org/10.1145/3290607.3312889&lt;br /&gt;
&lt;br /&gt;
* Björk, Staffan and Zagal, José P. (2018). [http://virt10.itu.chalmers.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 323-336.&lt;br /&gt;
* Cowley, B. &amp;amp; Charles, D. (2015). [http://link.springer.com/article/10.1007/s11257-016-9170-1?wt_mc=internal.event.1.SEM.ArticleAuthorOnlineFirst Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. &lt;br /&gt;
* Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M., Jarvela, S., Ekman, I., Kemppainen, J. &amp;amp; Ravaja, N. (2014). [http://sag.sagepub.com/content/45/1/41 Experience Assessment and Design in the Analysis of Gameplay]. Simulation &amp;amp; Gaming, 45(1), 41–69. doi:10.1177/1046878113513936&lt;br /&gt;
* Olsson, C.M., Björk, S. &amp;amp; Dahlskog, S. (2014). [http://www.digra.org/digital-library/publications/the-conceptual-relationship-model-understanding-patterns-and-mechanics-in-game-design/ The Conceptual Relationship Model. Understanding Patterns and Mechanics in Game Design]. Proceeedings of DiGRA 2014.&lt;br /&gt;
* Canossa, A., &amp;amp; Nelson, M. &amp;amp; Björk, S. (2014). [http://fdg2014.org/papers/fdg2014_paper_04.pdf X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes]. Foundations of Digital Games 2014, April 3-7, 2014, Fort Lauderdale, US.&lt;br /&gt;
* Dahlskog, S., Björk, S. &amp;amp; Togelius, J. 2015. Patterns, Dungeons and Generators. Foundations of Digital Games Conference, 2015. &lt;br /&gt;
* Dristig Stenström, C. &amp;amp; Björk, S. (2013). [http://www.fdg2013.org/program/workshops/papers/DPG2013/b5-stenstrom.pdf Understanding combat design in computer role-playing games]. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games. &lt;br /&gt;
* Zagal, J.P., Björk, S. &amp;amp; Lewis, C. (2013). [http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf Dark Patterns in the Design of Games]. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.&lt;br /&gt;
* Bergström, K. (2012). [https://gupea.ub.gu.se/bitstream/2077/29072/1/gupea_2077_29072_1.pdf Playing for Togetherness - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Linderoth, J., Björk, S. &amp;amp; Olsson, C. (2012). Should I stay or should I go - Boundary maintaining mechanisms in Left 4 Dead 2. Nordic DiGRA 2012, June 6-8, Tampere, Finland.&lt;br /&gt;
* Lundgren, S. &amp;amp; Björk, S. (2012). [http://dl.acm.org/citation.cfm?id=2282338.2282363 Neither Playing nor Gaming: Pottering in Games]. Foundations of Digital Games 2012, May 29-June 1, 2012 Raleigh, NC, USA.&lt;br /&gt;
* Holopainen, J. (2011). Foundations of Gameplay. PhD thesis at School of Computing, Blekinge Institute of Technology. Doctoral Dissertation Series No. 2011-02.&lt;br /&gt;
* Bergström, K., Björk, S. &amp;amp; Lundgren, S. (2010). [http://www.digra.org/dl/db/09287.58159.pdf Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games]. Paper presentation at Mindtrek 2010. Tampere, Finland.&lt;br /&gt;
* Björk, S. (2010). [http://www.digra.org/dl/db/10343.56043.pdf On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features]. Paper presentation at Nordic DiGRA 2010, Stockholm, Sweden.&lt;br /&gt;
* Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101. ISBN 978-952-60-0002-2.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2010). Harvesting Gameplay Design Patterns Using Theory Lenses. Presentation at Game Research Methods Seminar. Tampere, Finland.&lt;br /&gt;
* Lankoski, P., Johansson, A., Karlsson, B., Björk, S. &amp;amp; Dell’Acqua, P. (2010). AI Design for Believable Characters via Gameplay Design Patterns. In M. M. Cruz-Cunha, V. H. Carvalho and P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global. ISBN 1609605675.&lt;br /&gt;
* Brusk, J. &amp;amp; Björk, S. (2009). [http://www.digra.org/dl/db/09287.59480.pdf Gameplay Design Patterns for Game Dialogues]. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2008). [http://taik.academia.edu/PetriLankoski/Papers/88274/Character-Driven_Game_Design_Characters_Conflict_and_Gameplay Character-Driven Game Design: Characters, Conflicts, and Gameplay]. Paper presentation at GDTW, Sixth International Conference in Game Design and Technology, 2008.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2008). Gameplay Design Patterns for Motivation. Paper presentation at ISAGA 2008, Kaunas, Lithuania.&lt;br /&gt;
* Goude, D., Björk, S. &amp;amp; Rydmark, M. (2007). Game Design in VR Systems for Rehabilitation. Proceedings of MMVR (Medicine Meets Virtual Reality) 15. Vol 15, pp 146-148.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy Between Computer Games, Architecture, and Urbanism. Birkhäuser Publishing, Basel Boston Berlin. ISBN 978-3-7643-8414-2.&lt;br /&gt;
* Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07315.46085.pdf Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.mlab.uiah.fi/~plankosk/blog/?p=105 Gameplay Design Patterns for Social Networks and Conflicts]. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
* Peitz, J. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2005). Games and Design Patterns. In The Game Design Reader: A Rules of Play Anthology, Salen, K. &amp;amp; Zimmerman, E. (eds). ISBN 0-262-19536-4. MIT Press.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN 1-58450-354-8.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05150.10348 Describing Games - An Interaction-Centric Structural Framework]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
* Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05163.15303.pdf Game Design Patterns]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
&lt;br /&gt;
=== Publications using similar pattern approaches ===&lt;br /&gt;
&lt;br /&gt;
* Dahlskog, S. &amp;amp; Togelius, J. (2012). [http://dl.acm.org/citation.cfm?doid=2427116.2427117​ Patterns and procedural content generation: revisiting Mario in world 1 level 1]. In Workshop Proceedings of the 7th International Conference on the Foundations of Digital Games.&lt;br /&gt;
* Adams, E. &amp;amp; Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.&lt;br /&gt;
* Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages. &lt;br /&gt;
* Cermak-Sassenrath, D. [https://www.iiis.org/cds2012/cd2012imc/demset_2012/paperspdf/dc079ai.pdf A Design Pattern Language for Oldschool Action Games]. In: Nagib Callaos, Belkis Sánchez, Michael J. Savoie, Mohammad Siddique, Andrés Tremante, C. Dale Zinn (Eds.). Proceedings of The 2nd International Conference on Design and Modeling in Science, Education, and Technology:: DeMset 2012, Orlando, US, March 25–28, 2012, p. 194–9.&lt;br /&gt;
* Cermak-Sassenrath, D. [https://ojs.aut.ac.nz/journal-of-creative-technologies/index.php/JCT/article/view/15 Designing Games with Patterns]. In: Colab Journal: Creative Technologies. Vol. 3, special issue on interactivity, 2012.&lt;br /&gt;
* Lewis, C., Wardrip-Fruin, N. &amp;amp; Whitehead, J. (2012). Motivational game design patterns of 'ville games. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '12). ACM, New York, NY, USA, 172-179. DOI=10.1145/2282338.2282373 http://doi.acm.org/10.1145/2282338.2282373&lt;br /&gt;
* Lewis, C. 2014. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities. APRESS.&lt;br /&gt;
* Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. &amp;amp; Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40&lt;br /&gt;
* Hullett, K. &amp;amp; Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
* Milam, D. &amp;amp; Seif El Nasr, M. (2010) [http://dl.acm.org/citation.cfm?id=1822367 Analysis of Level Design 'Push &amp;amp; Pull' within 21 games]. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
&lt;br /&gt;
=== Project reports containing pattern collections ===&lt;br /&gt;
&lt;br /&gt;
* Björk, S. (2012). Gameplay Design Patterns for Public Games. Report for the Experimedia project.&lt;br /&gt;
* Davidsson, O, Peitz, J. &amp;amp; Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center.&lt;br /&gt;
&lt;br /&gt;
=== Other work using similar pattern approaches ===&lt;br /&gt;
* Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Publications ==&lt;br /&gt;
* Montola, M., Stenros, J. &amp;amp; Waern, A. 2009.  [http://knutepunkt.laiv.org/2009/book/PhilosophiesAndStrategiesOfPervasiveLarpDesign/kp09_PhilosophiesAndStrategiesOfPervasiveLarpDesign.pdf Philosophies and strategies of pervasive larp design]. In ''Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp)'', published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns.)&lt;br /&gt;
&lt;br /&gt;
* Linderoth, J. 2010. [http://www.digra.org/wp-content/uploads/digital-library/10343.51199.pdf Why gamers don't learn more: An ecological approach to games as learning environments]. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. (The designs for supporting explorative and performative gameplay can easily been translated to design patterns, and several of these are now in the collection on this site.)&lt;br /&gt;
&lt;br /&gt;
* Jesper, J. [http://www.jesperjuul.net/text/endlessriverofgames/ Sailing the Endless River of Games: The case for Historical Design Patterns]. 1st International Joint Conference of DiGRA and FDG 2016.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Projects ==&lt;br /&gt;
* [https://gdpv.is GDPVis] graphical presentation of all the patterns in the wiki&lt;br /&gt;
* [https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 Friendship Patterns] collection by Daniel Cook&lt;br /&gt;
* [http://motivationalpatterns.com/doku.php?id=start Motivational Lenses and Patterns] collection by Sebastian Deterding and others.&lt;br /&gt;
* [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Patterns] collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)&lt;br /&gt;
* [http://ldp.soe.ucsc.edu/doku.php Level Design Patterns] collection by Ken Hullett and others&lt;br /&gt;
* [http://www.larppatterns.org/ Pattern Language for Larp Design] by J Li &amp;amp; Jason Morningstar&lt;br /&gt;
* [http://www.jorisdormans.nl/machinations/ Machinations], a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations. &lt;br /&gt;
* [http://www.soundingames.com/ Sound Design in Games], a patterns collection regarding sound design in games. The patterns are available as well-produced cards.&lt;br /&gt;
* [http://nordiclarp.org/wiki/Category:Concepts concepts] described on the Nordic LARP wiki have similar scope as gameplay design patterns, and several of them exist as patterns on this wiki&lt;br /&gt;
* Many of the [http://www.giantbomb.com/concepts/ concepts] on the Giant Bomb wiki are similar to gameplay design patterns and have many examples (other concepts, like the football teams in games that are listed first, are not similar).&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage TV Tropes] has a ''large'' collection of concepts from all types of media which is interconnected and has many examples for each concept. As such it has all the characteristics of a pattern collection but focuses more on narration than gameplay that this collection does.&lt;br /&gt;
&lt;br /&gt;
=== Interesting Projects ===&lt;br /&gt;
* [http://www.gameontology.com/index.php/Main_Page Game Ontology Project] &lt;br /&gt;
* [http://rpg-design-patterns.speedykitty.com/doku.php/start RPG Design Patterns] &amp;amp;mdash; a wiki based on the book &amp;quot;Design Patterns of Successful Role-Playing Games&amp;quot; by Whitson which does not seem to have been updated since 2010&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Abilities&amp;diff=27715</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Abilities&amp;diff=27715"/>
				<updated>2025-01-16T13:17:09Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Action Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''Actions that agents can do which allow them to affect game states.''&lt;br /&gt;
&lt;br /&gt;
Players need to be able to perform actions in order for them to have gameplay. The actions that are coupled to specific agents in the game worlds are called the [[Abilities]] of those agents.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
The various pieces used in [[Chess]] all have the [[Abilities|Ability]] to move, and capture the pieces in the square they move to; The ''en passant''&amp;lt;ref name=&amp;quot;en_passant&amp;quot;/&amp;gt; move is a special [[Abilities|Ability]] of pawns to capture other pawns that just moved two squares.&lt;br /&gt;
&lt;br /&gt;
In one sense [[Pac-Man]] only has movement [[Abilities]], but a more inclusive view would add the [[Abilities|Ability]] to eat pills, power pills, bonus fruits, and ghosts while under the influence of a power pill. [[Space Invaders]] only lets players move their ship left and right and shoot.&lt;br /&gt;
&lt;br /&gt;
[[:Category:Fighting Games|Fighting Games]] such as the [[Street Fighter series|Street Fighter]] or [[Tekken series]] have many characters with [[Abilities]] related both to movement and combat. In many cases these [[Abilities]] can be combined into various combos.&lt;br /&gt;
&lt;br /&gt;
It is difficult to judge exactly how many [[Abilities]] players of [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons &amp;amp; Dragons]] or [[Fiasco]] have. This since while there may be specific rules for certain actions, game masters can allow anything the players want to do based on how well they feel it works with the gameplay style they wish the game to have. &lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
Seeing the stones used in [[Go]] as having [[Abilities]] is somewhat difficult to do since players but only use them to mark places on the game board. The capturing of surrounded enemy stones could be argued to be an [[Abilities|Ability]] but since several stones need to be used to achieve this, it is difficult to see this as an individual accomplishment.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Abilities]] can modify [[Avatars]], [[Characters]], [[Companions]], and [[Units]] by giving players means of affecting the game state through using these game elements. [[Competence Areas]], [[Orthogonal Differentiation]], and [[Privileged Abilities]] can all be created by only providing certain [[Abilities]] to certain game elements. [[Skills]] can be used to differentiate how powerful [[Abilities]] are for different game elements.&lt;br /&gt;
&lt;br /&gt;
Many games have rules regarding changing which [[Abilities]] players have access to, typically ass part of [[Penalties]] or [[Rewards]], or related to [[Character Development|Character]] or [[Abstract Player Construct Development]]. [[Ability Losses]], [[Cooldown]], [[Decreased Abilities]], [[New Abilities]], [[Improved Abilities]], [[Power-Ups]], and [[Unlocking]] are all general patterns related to this, in many cases making [[Abilities]] into [[Temporary Abilities]] or attaching [[Gain Competence]] goals to the [[Abilities]]. [[Area Control]], [[Deterioration]], and [[Location-Fixed Abilities]] are ways of relating access to [[Abilities]] to other parts of the game system. Requiring two or more players or [[Agents]] to perform actions, i.e. [[Collaborative Actions]], is generic category of [[Abilities]] that requires [[Cooperation]] or [[Coordination]].&lt;br /&gt;
&lt;br /&gt;
There are many common actions in games that can be [[Abilities]]. [[Movement]] is a one (sometimes in the form of [[Quick Travel]]), and [[Capture]] is another which can be expanded to also provide [[Combat]] or make the game elements into [[Consumers]]. [[Aim &amp;amp; Shoot]] is the primary option to make [[Combat]] possible at a distance through [[Abilities]]. Two other common actions that can be [[Abilities]] are [[Construction]] and (somewhat paradoxically) [[No-Ops]]. [[Producers]] is perhaps not as common but found in many [[:Category:Real-Time Strategy Games|Real-Time Strategy Games]] and all [[:Category:FPS Games|FPS Games]] where shots actually need to traverse the space between shooter and target. &lt;br /&gt;
&lt;br /&gt;
[[Powers]] is a specific type of [[Abilities]]. [[Ammunition]] can be this also when different types of [[Ammunition]] provide different types of [[Abilities]]. [[Combos]] can be seen as higher order [[Abilities]] that are created by offering sequences of more basic [[Abilities]] as a possible action for players. These [[Combos]] may provide additional effects or simply be [[Combos]] because they basic [[Abilities]] could not be performed otherwise (or performed as quickly). While [[Action Programming]] is often built by providing players with [[Abilities]] that need to be placed in a sequence, it does not create [[Abilities]] like [[Combos]] do because the resulting programming cannot be said to be done by the game element itself.&lt;br /&gt;
&lt;br /&gt;
[[Abilities]] that have been design can be modified in a number of ways. [[Extended Actions]] can make them take longer time and add [[Tension]] if they are also [[Interruptible Actions]]. If they cause [[Irreversible Events]], this can require more consideration before they are done and also increase [[Tension]] (and work against the presence of [[Experimenting]] or [[Pottering]]). [[Anonymous Actions]] can be used to let players not only have secret plans, but keep (at least part) of the execution of these plans secret as well. Linking the use of [[Resources]] to the use of [[Abilities]] (which [[Ammunition]] is an example of) introduces [[Resource Management]] as part of using one's [[Abilities]] well. &lt;br /&gt;
&lt;br /&gt;
In many cases, [[Game Masters]] can both provide players with new [[Abilities]] or modify existing ones based simply on the players stating that they want to do something. [[Game Masters]] can also modify their own and players [[Abilities]] through [[Feigned Die Rolls]].&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Providing game elements with [[Abilities]] make it possible for players to interpret them as [[Agents]]. They case provide a basis for [[Character Defining Actions]] in games with [[Characters]], especially those that result in [[Irreversible Events]].&lt;br /&gt;
&lt;br /&gt;
Since [[Abilities]] can give players possibilities to try and affect the game state of a game, the pattern typically gives players a [[Freedom of Choice]] of what to do and may cause them to have an [[Exaggerated Perception of Influence]]. While [[Abilities]] do affect the game state of a game, it does not necessarily need to cause player to focus on facing particular challenges, they can also make [[Pottering]] possible. Limiting the number of [[Abilities]] is one way of guaranteeing that players have a [[Limited Set of Actions]] while providing many [[Abilities]] can create [[Complex Gameplay]].&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Action Programming]], &lt;br /&gt;
[[Agents]], &lt;br /&gt;
[[Complex Gameplay]], &lt;br /&gt;
[[Combos]], &lt;br /&gt;
[[Exaggerated Perception of Influence]], &lt;br /&gt;
[[Freedom of Choice]], &lt;br /&gt;
[[Limited Set of Actions]], &lt;br /&gt;
[[Pottering]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Characters]] ====&lt;br /&gt;
[[Character Defining Actions]] &lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Avatars]], &lt;br /&gt;
[[Characters]], &lt;br /&gt;
[[Companions]], &lt;br /&gt;
[[Units]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Aim &amp;amp; Shoot]], &lt;br /&gt;
[[Ammunition]], &lt;br /&gt;
[[Capture]], &lt;br /&gt;
[[Collaborative Actions]], &lt;br /&gt;
[[Combat]], &lt;br /&gt;
[[Combos]], &lt;br /&gt;
[[Consumers]], &lt;br /&gt;
[[Construction]], &lt;br /&gt;
[[Movement]], &lt;br /&gt;
[[No-Ops]]. &lt;br /&gt;
[[Game Masters]], &lt;br /&gt;
[[Powers]], &lt;br /&gt;
[[Producers]], &lt;br /&gt;
[[Quick Travel]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Ability Losses]], &lt;br /&gt;
[[Anonymous Actions]], &lt;br /&gt;
[[Area Control]], &lt;br /&gt;
[[Competence Areas]], &lt;br /&gt;
[[Cooldown]], &lt;br /&gt;
[[Decreased Abilities]], &lt;br /&gt;
[[Deterioration]], &lt;br /&gt;
[[Extended Actions]], &lt;br /&gt;
[[Feigned Die Rolls]], &lt;br /&gt;
[[Game Masters]], &lt;br /&gt;
[[Gain Competence]], &lt;br /&gt;
[[Improved Abilities]], &lt;br /&gt;
[[Interruptible Actions]], &lt;br /&gt;
[[Irreversible Events]]&lt;br /&gt;
[[Location-Fixed Abilities]], &lt;br /&gt;
[[New Abilities]], &lt;br /&gt;
[[Orthogonal Differentiation]], &lt;br /&gt;
[[Power-Ups]], &lt;br /&gt;
[[Privileged Abilities]], &lt;br /&gt;
[[Resources]], &lt;br /&gt;
[[Skills]], &lt;br /&gt;
[[Temporary Abilities]], &lt;br /&gt;
[[Unlocking]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;en_passant&amp;quot;&amp;gt;[http://en.wikipedia.org/wiki/En_passant entry] for ''En passant'' on wikipedia.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27714</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27714"/>
				<updated>2024-05-02T07:08:27Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki for developing an extensive [[:Category:Patterns|gameplay design patterns collection]] based upon specific [[:Category:Games|game designs]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be numerous but with little content (and this will be the case until all planned patterns have been created). It is maintained by [[User:Staffan Björk|Staffan Björk]] and [[User:Jussi Holopainen|Jussi Holopainen]].&lt;br /&gt;
&lt;br /&gt;
As any project exploring the commonality between different artifacts, the collection makes use of some [[Underlying Assumptions and Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]].&lt;br /&gt;
&lt;br /&gt;
== What are design patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Who is it for? ===&lt;br /&gt;
&lt;br /&gt;
Since we want to use this for our research (e.g. quote things here which we know won't change) we don't allow everyone to create an account. However, we do wish that everyone can comment on the talk pages and will make that possible as soon as we've figured out how.&lt;br /&gt;
&lt;br /&gt;
== How does one use design patterns ==&lt;br /&gt;
The main idea of having gameplay design patterns is to make it easier to express clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.&lt;br /&gt;
&lt;br /&gt;
== I want to contribute ==&lt;br /&gt;
Contact [[User:Staffan Björk|Staffan Björk]] by email if you want to be given an account.&lt;br /&gt;
&lt;br /&gt;
=== New User? ===&lt;br /&gt;
Some useful information is on the [[:Help:Contents]] page.&lt;br /&gt;
&lt;br /&gt;
=== Process ===&lt;br /&gt;
See [[Process|here]] for plans on how to work on developing the wiki.&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
These are publications that either use gameplay design patterns, other types of patterns, or similar approaches. Contact [[User:Staffan Björk|Staffan Björk]] by email if you wish to have something added here.&lt;br /&gt;
&lt;br /&gt;
* Björk, Staffan and Zagal, José P. (2018). [http://virt10.itu.chalmers.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 323-336.&lt;br /&gt;
* Cowley, B. &amp;amp; Charles, D. (2015). [http://link.springer.com/article/10.1007/s11257-016-9170-1?wt_mc=internal.event.1.SEM.ArticleAuthorOnlineFirst Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. &lt;br /&gt;
* Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M., Jarvela, S., Ekman, I., Kemppainen, J. &amp;amp; Ravaja, N. (2014). [http://sag.sagepub.com/content/45/1/41 Experience Assessment and Design in the Analysis of Gameplay]. Simulation &amp;amp; Gaming, 45(1), 41–69. doi:10.1177/1046878113513936&lt;br /&gt;
* Olsson, C.M., Björk, S. &amp;amp; Dahlskog, S. (2014). [http://www.digra.org/digital-library/publications/the-conceptual-relationship-model-understanding-patterns-and-mechanics-in-game-design/ The Conceptual Relationship Model. Understanding Patterns and Mechanics in Game Design]. Proceeedings of DiGRA 2014.&lt;br /&gt;
* Canossa, A., &amp;amp; Nelson, M. &amp;amp; Björk, S. (2014). [http://fdg2014.org/papers/fdg2014_paper_04.pdf X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes]. Foundations of Digital Games 2014, April 3-7, 2014, Fort Lauderdale, US.&lt;br /&gt;
* Dahlskog, S., Björk, S. &amp;amp; Togelius, J. 2015. Patterns, Dungeons and Generators. Foundations of Digital Games Conference, 2015. &lt;br /&gt;
* Dristig Stenström, C. &amp;amp; Björk, S. (2013). [http://www.fdg2013.org/program/workshops/papers/DPG2013/b5-stenstrom.pdf Understanding combat design in computer role-playing games]. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games. &lt;br /&gt;
* Zagal, J.P., Björk, S. &amp;amp; Lewis, C. (2013). [http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf Dark Patterns in the Design of Games]. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.&lt;br /&gt;
* Bergström, K. (2012). [https://gupea.ub.gu.se/bitstream/2077/29072/1/gupea_2077_29072_1.pdf Playing for Togetherness - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Linderoth, J., Björk, S. &amp;amp; Olsson, C. (2012). Should I stay or should I go - Boundary maintaining mechanisms in Left 4 Dead 2. Nordic DiGRA 2012, June 6-8, Tampere, Finland.&lt;br /&gt;
* Lundgren, S. &amp;amp; Björk, S. (2012). [http://dl.acm.org/citation.cfm?id=2282338.2282363 Neither Playing nor Gaming: Pottering in Games]. Foundations of Digital Games 2012, May 29-June 1, 2012 Raleigh, NC, USA.&lt;br /&gt;
* Holopainen, J. (2011). Foundations of Gameplay. PhD thesis at School of Computing, Blekinge Institute of Technology. Doctoral Dissertation Series No. 2011-02.&lt;br /&gt;
* Bergström, K., Björk, S. &amp;amp; Lundgren, S. (2010). [http://www.digra.org/dl/db/09287.58159.pdf Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games]. Paper presentation at Mindtrek 2010. Tampere, Finland.&lt;br /&gt;
* Björk, S. (2010). [http://www.digra.org/dl/db/10343.56043.pdf On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features]. Paper presentation at Nordic DiGRA 2010, Stockholm, Sweden.&lt;br /&gt;
* Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101. ISBN 978-952-60-0002-2.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2010). Harvesting Gameplay Design Patterns Using Theory Lenses. Presentation at Game Research Methods Seminar. Tampere, Finland.&lt;br /&gt;
* Lankoski, P., Johansson, A., Karlsson, B., Björk, S. &amp;amp; Dell’Acqua, P. (2010). AI Design for Believable Characters via Gameplay Design Patterns. In M. M. Cruz-Cunha, V. H. Carvalho and P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global. ISBN 1609605675.&lt;br /&gt;
* Brusk, J. &amp;amp; Björk, S. (2009). [http://www.digra.org/dl/db/09287.59480.pdf Gameplay Design Patterns for Game Dialogues]. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2008). [http://taik.academia.edu/PetriLankoski/Papers/88274/Character-Driven_Game_Design_Characters_Conflict_and_Gameplay Character-Driven Game Design: Characters, Conflicts, and Gameplay]. Paper presentation at GDTW, Sixth International Conference in Game Design and Technology, 2008.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2008). Gameplay Design Patterns for Motivation. Paper presentation at ISAGA 2008, Kaunas, Lithuania.&lt;br /&gt;
* Goude, D., Björk, S. &amp;amp; Rydmark, M. (2007). Game Design in VR Systems for Rehabilitation. Proceedings of MMVR (Medicine Meets Virtual Reality) 15. Vol 15, pp 146-148.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy Between Computer Games, Architecture, and Urbanism. Birkhäuser Publishing, Basel Boston Berlin. ISBN 978-3-7643-8414-2.&lt;br /&gt;
* Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07315.46085.pdf Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.mlab.uiah.fi/~plankosk/blog/?p=105 Gameplay Design Patterns for Social Networks and Conflicts]. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
* Peitz, J. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2005). Games and Design Patterns. In The Game Design Reader: A Rules of Play Anthology, Salen, K. &amp;amp; Zimmerman, E. (eds). ISBN 0-262-19536-4. MIT Press.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN 1-58450-354-8.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05150.10348 Describing Games - An Interaction-Centric Structural Framework]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
* Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05163.15303.pdf Game Design Patterns]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
&lt;br /&gt;
=== Publications using similar pattern approaches ===&lt;br /&gt;
&lt;br /&gt;
* Dahlskog, S. &amp;amp; Togelius, J. (2012). [http://dl.acm.org/citation.cfm?doid=2427116.2427117​ Patterns and procedural content generation: revisiting Mario in world 1 level 1]. In Workshop Proceedings of the 7th International Conference on the Foundations of Digital Games.&lt;br /&gt;
* Adams, E. &amp;amp; Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.&lt;br /&gt;
* Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages. &lt;br /&gt;
* Cermak-Sassenrath, D. [https://www.iiis.org/cds2012/cd2012imc/demset_2012/paperspdf/dc079ai.pdf A Design Pattern Language for Oldschool Action Games]. In: Nagib Callaos, Belkis Sánchez, Michael J. Savoie, Mohammad Siddique, Andrés Tremante, C. Dale Zinn (Eds.). Proceedings of The 2nd International Conference on Design and Modeling in Science, Education, and Technology:: DeMset 2012, Orlando, US, March 25–28, 2012, p. 194–9.&lt;br /&gt;
* Cermak-Sassenrath, D. [https://ojs.aut.ac.nz/journal-of-creative-technologies/index.php/JCT/article/view/15 Designing Games with Patterns]. In: Colab Journal: Creative Technologies. Vol. 3, special issue on interactivity, 2012.&lt;br /&gt;
* Lewis, C., Wardrip-Fruin, N. &amp;amp; Whitehead, J. (2012). Motivational game design patterns of 'ville games. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '12). ACM, New York, NY, USA, 172-179. DOI=10.1145/2282338.2282373 http://doi.acm.org/10.1145/2282338.2282373&lt;br /&gt;
* Lewis, C. 2014. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities. APRESS.&lt;br /&gt;
* Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. &amp;amp; Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40&lt;br /&gt;
* Hullett, K. &amp;amp; Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
* Milam, D. &amp;amp; Seif El Nasr, M. (2010) [http://dl.acm.org/citation.cfm?id=1822367 Analysis of Level Design 'Push &amp;amp; Pull' within 21 games]. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
&lt;br /&gt;
=== Project reports containing pattern collections ===&lt;br /&gt;
&lt;br /&gt;
* Björk, S. (2012). Gameplay Design Patterns for Public Games. Report for the Experimedia project.&lt;br /&gt;
* Davidsson, O, Peitz, J. &amp;amp; Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center.&lt;br /&gt;
&lt;br /&gt;
=== Other work using similar pattern approaches ===&lt;br /&gt;
* Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Publications ==&lt;br /&gt;
* Montola, M., Stenros, J. &amp;amp; Waern, A. 2009.  [http://knutepunkt.laiv.org/2009/book/PhilosophiesAndStrategiesOfPervasiveLarpDesign/kp09_PhilosophiesAndStrategiesOfPervasiveLarpDesign.pdf Philosophies and strategies of pervasive larp design]. In ''Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp)'', published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns.)&lt;br /&gt;
&lt;br /&gt;
* Linderoth, J. 2010. [http://www.digra.org/wp-content/uploads/digital-library/10343.51199.pdf Why gamers don't learn more: An ecological approach to games as learning environments]. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. (The designs for supporting explorative and performative gameplay can easily been translated to design patterns, and several of these are now in the collection on this site.)&lt;br /&gt;
&lt;br /&gt;
* Jesper, J. [http://www.jesperjuul.net/text/endlessriverofgames/ Sailing the Endless River of Games: The case for Historical Design Patterns]. 1st International Joint Conference of DiGRA and FDG 2016.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Projects ==&lt;br /&gt;
* [https://gdpv.is GDPVis] graphical presentation of all the patterns in the wiki&lt;br /&gt;
* [https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 Friendship Patterns] collection by Daniel Cook&lt;br /&gt;
* [http://motivationalpatterns.com/doku.php?id=start Motivational Lenses and Patterns] collection by Sebastian Deterding and others.&lt;br /&gt;
* [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Patterns] collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)&lt;br /&gt;
* [http://ldp.soe.ucsc.edu/doku.php Level Design Patterns] collection by Ken Hullett and others&lt;br /&gt;
* [http://www.larppatterns.org/ Pattern Language for Larp Design] by J Li &amp;amp; Jason Morningstar&lt;br /&gt;
* [http://www.jorisdormans.nl/machinations/ Machinations], a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations. &lt;br /&gt;
* [http://www.soundingames.com/ Sound Design in Games], a patterns collection regarding sound design in games. The patterns are available as well-produced cards.&lt;br /&gt;
* [http://nordiclarp.org/wiki/Category:Concepts concepts] described on the Nordic LARP wiki have similar scope as gameplay design patterns, and several of them exist as patterns on this wiki&lt;br /&gt;
* Many of the [http://www.giantbomb.com/concepts/ concepts] on the Giant Bomb wiki are similar to gameplay design patterns and have many examples (other concepts, like the football teams in games that are listed first, are not similar).&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage TV Tropes] has a ''large'' collection of concepts from all types of media which is interconnected and has many examples for each concept. As such it has all the characteristics of a pattern collection but focuses more on narration than gameplay that this collection does.&lt;br /&gt;
&lt;br /&gt;
=== Interesting Projects ===&lt;br /&gt;
* [http://www.gameontology.com/index.php/Main_Page Game Ontology Project] &lt;br /&gt;
* [http://rpg-design-patterns.speedykitty.com/doku.php/start RPG Design Patterns] &amp;amp;mdash; a wiki based on the book &amp;quot;Design Patterns of Successful Role-Playing Games&amp;quot; by Whitson which does not seem to have been updated since 2010&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27713</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Page&amp;diff=27713"/>
				<updated>2024-05-02T07:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
This is a wiki for developing an extensive [[:Category:Patterns|gameplay design patterns collection]] based upon specific [[:Category:Games|game designs]], with the aim of supporting the design and analysis of all types of games. The bulk of the content is in individual patterns, with game pages be numerous but with little content (and this will be the case until all planned patterns have been created). It is maintained by [[User:Staffan Björk|Staffan Björk]] and [[User:Jussi Holopainen|Jussi Holopainen]].&lt;br /&gt;
&lt;br /&gt;
As any project exploring the commonality between different artifacts, the collection makes use of some [[Underlying Assumptions and Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]].&lt;br /&gt;
&lt;br /&gt;
== What are design patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Who is it for? ===&lt;br /&gt;
&lt;br /&gt;
Since we want to use this for our research (e.g. quote things here which we know won't change) we don't allow everyone to create an account. However, we do wish that everyone can comment on the talk pages and will make that possible as soon as we've figured out how.&lt;br /&gt;
&lt;br /&gt;
== How does one use design patterns ==&lt;br /&gt;
The main idea of having gameplay design patterns is to make it easier to express clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.&lt;br /&gt;
&lt;br /&gt;
== I want to contribute ==&lt;br /&gt;
Contact [[User:Staffan Björk|Staffan Björk]] by email if you want to be given an account.&lt;br /&gt;
&lt;br /&gt;
=== New User? ===&lt;br /&gt;
Some useful information is on the [[:Help:Contents]] page.&lt;br /&gt;
&lt;br /&gt;
=== Process ===&lt;br /&gt;
See [[Process|here]] for plans on how to work on developing the wiki.&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
These are publications that either use gameplay design patterns, other types of patterns, or similar approaches. Contact [[User:Staffan Björk|Staffan Björk]] by email if you wish to have something added here.&lt;br /&gt;
&lt;br /&gt;
* Björk, Staffan and Zagal, José P. (2018). [http://virt10.itu.chalmers.se/Bjork_and_Zagal-Game_Design_and_RPGs.pdf Game Design and RolePlaying Games]. In Zagal, José P. and Deterding, S. (eds.), Role-Playing Game Studies: Transmedia Foundations. New York: Routledge, 323-336.&lt;br /&gt;
* Cowley, B. &amp;amp; Charles, D. (2015). [http://link.springer.com/article/10.1007/s11257-016-9170-1?wt_mc=internal.event.1.SEM.ArticleAuthorOnlineFirst Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. &lt;br /&gt;
* Cowley, B., Kosunen, I., Lankoski, P., Kivikangas, J. M., Jarvela, S., Ekman, I., Kemppainen, J. &amp;amp; Ravaja, N. (2014). [http://sag.sagepub.com/content/45/1/41 Experience Assessment and Design in the Analysis of Gameplay]. Simulation &amp;amp; Gaming, 45(1), 41–69. doi:10.1177/1046878113513936&lt;br /&gt;
* Olsson, C.M., Björk, S. &amp;amp; Dahlskog, S. (2014). [http://www.digra.org/digital-library/publications/the-conceptual-relationship-model-understanding-patterns-and-mechanics-in-game-design/ The Conceptual Relationship Model. Understanding Patterns and Mechanics in Game Design]. Proceeedings of DiGRA 2014.&lt;br /&gt;
* Canossa, A., &amp;amp; Nelson, M. &amp;amp; Björk, S. (2014). [http://fdg2014.org/papers/fdg2014_paper_04.pdf X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using Gameplay Design Patterns to Understand Game Remakes]. Foundations of Digital Games 2014, April 3-7, 2014, Fort Lauderdale, US.&lt;br /&gt;
* Dahlskog, S., Björk, S. &amp;amp; Togelius, J. 2015. Patterns, Dungeons and Generators. Foundations of Digital Games Conference, 2015. &lt;br /&gt;
* Dristig Stenström, C. &amp;amp; Björk, S. (2013). [http://www.fdg2013.org/program/workshops/papers/DPG2013/b5-stenstrom.pdf Understanding combat design in computer role-playing games]. In Workshop Proceedings of the 8th International Conference on the Foundations of Digital Games. &lt;br /&gt;
* Zagal, J.P., Björk, S. &amp;amp; Lewis, C. (2013). [http://www.fdg2013.org/program/papers/paper06_zagal_etal.pdf Dark Patterns in the Design of Games]. Foundations of Digital Games 2013, May 14-17, 2013, Crete, Greece.&lt;br /&gt;
* Bergström, K. (2012). [https://gupea.ub.gu.se/bitstream/2077/29072/1/gupea_2077_29072_1.pdf Playing for Togetherness - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Linderoth, J., Björk, S. &amp;amp; Olsson, C. (2012). Should I stay or should I go - Boundary maintaining mechanisms in Left 4 Dead 2. Nordic DiGRA 2012, June 6-8, Tampere, Finland.&lt;br /&gt;
* Lundgren, S. &amp;amp; Björk, S. (2012). [http://dl.acm.org/citation.cfm?id=2282338.2282363 Neither Playing nor Gaming: Pottering in Games]. Foundations of Digital Games 2012, May 29-June 1, 2012 Raleigh, NC, USA.&lt;br /&gt;
* Holopainen, J. (2011). Foundations of Gameplay. PhD thesis at School of Computing, Blekinge Institute of Technology. Doctoral Dissertation Series No. 2011-02.&lt;br /&gt;
* Bergström, K., Björk, S. &amp;amp; Lundgren, S. (2010). [http://www.digra.org/dl/db/09287.58159.pdf Exploring Aesthetic Gameplay Design Patterns – Camaraderie in Four Games]. Paper presentation at Mindtrek 2010. Tampere, Finland.&lt;br /&gt;
* Björk, S. (2010). [http://www.digra.org/dl/db/10343.56043.pdf On Making Good Games - Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features]. Paper presentation at Nordic DiGRA 2010, Stockholm, Sweden.&lt;br /&gt;
* Lankoski, P. (2010). Character-Driven Game Design - A Design Approach and Its Foundations in Character Engagement. D.A. thesis at Aalto University. Publication Series of the School of Art and Design A 101. ISBN 978-952-60-0002-2.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2010). Harvesting Gameplay Design Patterns Using Theory Lenses. Presentation at Game Research Methods Seminar. Tampere, Finland.&lt;br /&gt;
* Lankoski, P., Johansson, A., Karlsson, B., Björk, S. &amp;amp; Dell’Acqua, P. (2010). AI Design for Believable Characters via Gameplay Design Patterns. In M. M. Cruz-Cunha, V. H. Carvalho and P. Tavares (Eds.), Business, Technological and Social Dimensions of Computer Games: Multidisciplinary Developments. IGI Global. ISBN 1609605675.&lt;br /&gt;
* Brusk, J. &amp;amp; Björk, S. (2009). [http://www.digra.org/dl/db/09287.59480.pdf Gameplay Design Patterns for Game Dialogues]. Paper presentation at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2008). [http://taik.academia.edu/PetriLankoski/Papers/88274/Character-Driven_Game_Design_Characters_Conflict_and_Gameplay Character-Driven Game Design: Characters, Conflicts, and Gameplay]. Paper presentation at GDTW, Sixth International Conference in Game Design and Technology, 2008.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2008). Gameplay Design Patterns for Motivation. Paper presentation at ISAGA 2008, Kaunas, Lithuania.&lt;br /&gt;
* Goude, D., Björk, S. &amp;amp; Rydmark, M. (2007). Game Design in VR Systems for Rehabilitation. Proceedings of MMVR (Medicine Meets Virtual Reality) 15. Vol 15, pp 146-148.&lt;br /&gt;
* Holopainen, J. &amp;amp; Björk, S. (2007) Design patterns are Dead - Long Live Design Patterns. Borries, Friedrich von, Walz, Steffen P., Böttger, Matthias (eds.) (2007), Space Time Play. On the Synergy Between Computer Games, Architecture, and Urbanism. Birkhäuser Publishing, Basel Boston Berlin. ISBN 978-3-7643-8414-2.&lt;br /&gt;
* Holopainen, J., Björk, S. &amp;amp; Kuittinen, J. (2007). Teaching Gameplay Design Patterns. Paper presentation at ISAGA 2007, Nijmegen,The Netherlands. Winner of the The ISAGA Outstanding Paper award.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07315.46085.pdf Gameplay Design Patterns for Believable Non-Player Characters]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Lankoski, P. &amp;amp; Björk, S. (2007). [http://www.mlab.uiah.fi/~plankosk/blog/?p=105 Gameplay Design Patterns for Social Networks and Conflicts]. Paper Presentation at Computer Game Design and Technology Workshop, John Moores University, Liverpool.&lt;br /&gt;
* Peitz, J. &amp;amp; Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2005). Games and Design Patterns. In The Game Design Reader: A Rules of Play Anthology, Salen, K. &amp;amp; Zimmerman, E. (eds). ISBN 0-262-19536-4. MIT Press.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN 1-58450-354-8.&lt;br /&gt;
* Björk, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05150.10348 Describing Games - An Interaction-Centric Structural Framework]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - CD-ROM Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
* Björk, S., Lundgren, S. &amp;amp; Holopainen, J. (2003) [http://www.digra.org/dl/db/05163.15303.pdf Game Design Patterns]. In Copier, M. &amp;amp; Raessens, J. (Eds.) (2003) Level Up - Proceedings of Digital Games Research Conference 2003, Utrecht, The Netherlands, 4-6 November 2003.&lt;br /&gt;
&lt;br /&gt;
=== Publications using similar pattern approaches ===&lt;br /&gt;
&lt;br /&gt;
* Dahlskog, S. &amp;amp; Togelius, J. (2012). [http://dl.acm.org/citation.cfm?doid=2427116.2427117​ Patterns and procedural content generation: revisiting Mario in world 1 level 1]. In Workshop Proceedings of the 7th International Conference on the Foundations of Digital Games.&lt;br /&gt;
* Adams, E. &amp;amp; Dormans, J. (2012). Game Mechanics - Advanced Game Design. New Riders Games.&lt;br /&gt;
* Cermak-Sassenrath, D. (2012). Experiences with design patterns for oldschool action games. In Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE '12). ACM, New York, NY, USA, , Article 14 , 9 pages. &lt;br /&gt;
Daniel Cermak-Sassenrath. [https://www.iiis.org/cds2012/cd2012imc/demset_2012/paperspdf/dc079ai.pdf A Design Pattern Language for Oldschool Action Games]. In: Nagib Callaos, Belkis Sánchez, Michael J. Savoie, Mohammad Siddique, Andrés Tremante, C. Dale Zinn (Eds.). Proceedings of The 2nd International Conference on Design and Modeling in Science, Education, and Technology:: DeMset 2012, Orlando, US, March 25–28, 2012, p. 194–9.&lt;br /&gt;
* Lewis, C., Wardrip-Fruin, N. &amp;amp; Whitehead, J. (2012). Motivational game design patterns of 'ville games. In Proceedings of the International Conference on the Foundations of Digital Games (FDG '12). ACM, New York, NY, USA, 172-179. DOI=10.1145/2282338.2282373 http://doi.acm.org/10.1145/2282338.2282373&lt;br /&gt;
* Lewis, C. 2014. Irresistible Apps: Motivational Design Patterns for Apps, Games, and Web-based Communities. APRESS.&lt;br /&gt;
* Smith, G., Anderson, R., Kopleck, B., Lindblad, Z., Scott, L., Wardell, A., Whitehead, J. &amp;amp; Mateas, M. (2011). Situating quests: design patterns for quest and level design in role-playing games. In Proceedings of the 4th international conference on Interactive Digital Storytelling (ICIDS'11), Mei Si, David Thue, Elisabeth André, James C. Lester, and Joshua Tanenbaum (Eds.). Springer-Verlag, Berlin, Heidelberg, 326-329. DOI=10.1007/978-3-642-25289-1_40 http://dx.doi.org/10.1007/978-3-642-25289-1_40&lt;br /&gt;
* Hullett, K. &amp;amp; Whitehead, J. (2010). Design patterns in FPS levels. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
* Milam, D. &amp;amp; Seif El Nasr, M. (2010) [http://dl.acm.org/citation.cfm?id=1822367 Analysis of Level Design 'Push &amp;amp; Pull' within 21 games]. Foundations of Digital Games, June 19–21, 2010, Monterey, California, USA.&lt;br /&gt;
&lt;br /&gt;
=== Project reports containing pattern collections ===&lt;br /&gt;
&lt;br /&gt;
* Björk, S. (2012). Gameplay Design Patterns for Public Games. Report for the Experimedia project.&lt;br /&gt;
* Davidsson, O, Peitz, J. &amp;amp; Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center.&lt;br /&gt;
&lt;br /&gt;
=== Other work using similar pattern approaches ===&lt;br /&gt;
* Larsen, S. (2006). Level Design Patterns - Looking for the Principles of Unified Level Design. Report of 12-week student project at the IT-University of Copenhagen.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Publications ==&lt;br /&gt;
* Montola, M., Stenros, J. &amp;amp; Waern, A. 2009.  [http://knutepunkt.laiv.org/2009/book/PhilosophiesAndStrategiesOfPervasiveLarpDesign/kp09_PhilosophiesAndStrategiesOfPervasiveLarpDesign.pdf Philosophies and strategies of pervasive larp design]. In ''Larp, the Universe and Everything - An anthology on the theory and practice of live role-playing (larp)'', published in conjunction with Knutepunkt 2009. (Describes several strategies for pervasive larps in a template rather similar to that of design patterns.)&lt;br /&gt;
&lt;br /&gt;
* Linderoth, J. 2010. [http://www.digra.org/wp-content/uploads/digital-library/10343.51199.pdf Why gamers don't learn more: An ecological approach to games as learning environments]. Proceedings of DiGRA Nordic 2010: Experiencing Games: Games, Play, and Players. (The designs for supporting explorative and performative gameplay can easily been translated to design patterns, and several of these are now in the collection on this site.)&lt;br /&gt;
&lt;br /&gt;
* Jesper, J. [http://www.jesperjuul.net/text/endlessriverofgames/ Sailing the Endless River of Games: The case for Historical Design Patterns]. 1st International Joint Conference of DiGRA and FDG 2016.&lt;br /&gt;
&lt;br /&gt;
== Other Relevant Projects ==&lt;br /&gt;
* [https://gdpv.is GDPVis] graphical presentation of all the patterns in the wiki&lt;br /&gt;
* [https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 Friendship Patterns] collection by Daniel Cook&lt;br /&gt;
* [http://motivationalpatterns.com/doku.php?id=start Motivational Lenses and Patterns] collection by Sebastian Deterding and others.&lt;br /&gt;
* [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Patterns] collection by Gillian Smith and others (currently focused on level design and quest patterns for RPGs)&lt;br /&gt;
* [http://ldp.soe.ucsc.edu/doku.php Level Design Patterns] collection by Ken Hullett and others&lt;br /&gt;
* [http://www.larppatterns.org/ Pattern Language for Larp Design] by J Li &amp;amp; Jason Morningstar&lt;br /&gt;
* [http://www.jorisdormans.nl/machinations/ Machinations], a conceptual framework and diagram tool that allows the effects of game mechanics to be tested through simulations. &lt;br /&gt;
* [http://www.soundingames.com/ Sound Design in Games], a patterns collection regarding sound design in games. The patterns are available as well-produced cards.&lt;br /&gt;
* [http://nordiclarp.org/wiki/Category:Concepts concepts] described on the Nordic LARP wiki have similar scope as gameplay design patterns, and several of them exist as patterns on this wiki&lt;br /&gt;
* Many of the [http://www.giantbomb.com/concepts/ concepts] on the Giant Bomb wiki are similar to gameplay design patterns and have many examples (other concepts, like the football teams in games that are listed first, are not similar).&lt;br /&gt;
* [http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage TV Tropes] has a ''large'' collection of concepts from all types of media which is interconnected and has many examples for each concept. As such it has all the characteristics of a pattern collection but focuses more on narration than gameplay that this collection does.&lt;br /&gt;
&lt;br /&gt;
=== Interesting Projects ===&lt;br /&gt;
* [http://www.gameontology.com/index.php/Main_Page Game Ontology Project] &lt;br /&gt;
* [http://rpg-design-patterns.speedykitty.com/doku.php/start RPG Design Patterns] &amp;amp;mdash; a wiki based on the book &amp;quot;Design Patterns of Successful Role-Playing Games&amp;quot; by Whitson which does not seem to have been updated since 2010&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=27712</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=27712"/>
				<updated>2023-11-24T09:28:15Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* From the cd-rom */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For patterns that have partly or fully been inserted into the wiki, see the [[:Category:Patterns|category of patterns]]. See also [[Renamed Patterns]].&lt;br /&gt;
&lt;br /&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;
== Patterns ==&lt;br /&gt;
=== From the cd-rom ===&lt;br /&gt;
==== Game Elements ====&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== Social Interactions ====&lt;br /&gt;
[[Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Competition]] ( not [[Competitions]] )&lt;br /&gt;
&lt;br /&gt;
[[Constructive Gameplay]] ( &amp;lt;- Constructive Play )&lt;br /&gt;
&lt;br /&gt;
[[Conflicts]] ( &amp;lt;- Conflict )&lt;br /&gt;
&lt;br /&gt;
[[Temporary Alliances]] &amp;lt;- (Dynamic Alliances)&lt;br /&gt;
&lt;br /&gt;
[[Negotiation]]&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Results]]&lt;br /&gt;
&lt;br /&gt;
[[Social Interaction]]&lt;br /&gt;
&lt;br /&gt;
[[Social Organizations]]&lt;br /&gt;
&lt;br /&gt;
[[Uncommitted Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Secret Alliances]]&lt;br /&gt;
&lt;br /&gt;
==== Narrative and Diegetic Structures ====&lt;br /&gt;
[[Alternative Realities]]&lt;br /&gt;
&lt;br /&gt;
[[Never Ending Stories]]&lt;br /&gt;
&lt;br /&gt;
==== Player Experience and Game Mastery ====&lt;br /&gt;
[[Anticipation]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Engrossment]] (&amp;lt;- Cognitive Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Engrossment]] ( &amp;lt;- Immersion)&lt;br /&gt;
&lt;br /&gt;
[[Creative Control]]&lt;br /&gt;
&lt;br /&gt;
[[Empowerment]] - should be related to [[Exaggerated Perception of Influence]] and [[Player Agency]]&lt;br /&gt;
&lt;br /&gt;
[[Identification]]&lt;br /&gt;
&lt;br /&gt;
[[Sensory-Motoric Engrossment]] ( &amp;lt;- Sensory-Motoric Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Spatial Engrossment]] ( &amp;lt;- Spatial Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Limited Planning Ability]]&lt;br /&gt;
&lt;br /&gt;
[[Surprises]] (link to attention demanding)&lt;br /&gt;
&lt;br /&gt;
==== Actions and Events ====&lt;br /&gt;
[[Asymmetric Abilities]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Attention Swapping]]&lt;br /&gt;
&lt;br /&gt;
[[Disruption of Focused Attention]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Control]]&lt;br /&gt;
&lt;br /&gt;
[[Limited Set of Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Distributions]] (&amp;lt;- Player-Decided Distribution of Rewards &amp;amp; Penalties)&lt;br /&gt;
&lt;br /&gt;
[[Role Reversal]]&lt;br /&gt;
&lt;br /&gt;
[[Transfer of Control]] (relate to [[Loss of Control]] and [[Helplessness]])&lt;br /&gt;
&lt;br /&gt;
==== Information and Communication ====&lt;br /&gt;
[[Asymmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Direct Information]]&lt;br /&gt;
&lt;br /&gt;
[[Extra-Game Information]]&lt;br /&gt;
&lt;br /&gt;
[[Imperfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Limited Foresight]]&lt;br /&gt;
&lt;br /&gt;
[[Perfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Public Information]]&lt;br /&gt;
&lt;br /&gt;
[[Symmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
==== Resource Management ====&lt;br /&gt;
[[Closed Economies]]&lt;br /&gt;
&lt;br /&gt;
[[Diminishing Returns]]&lt;br /&gt;
&lt;br /&gt;
[[Limited Resources]] &amp;lt;- Should be removed (but take info from old pattern)&lt;br /&gt;
&lt;br /&gt;
[[Ownership]]&lt;br /&gt;
&lt;br /&gt;
[[Production-Consumption Flows]] ( &amp;lt;- Producer-Consumer )&lt;br /&gt;
&lt;br /&gt;
[[Producers]]&lt;br /&gt;
&lt;br /&gt;
[[Resource Generators]] (tangible game elements now; and break out [[Generators]]) &lt;br /&gt;
&lt;br /&gt;
==== Game Sessions ====&lt;br /&gt;
[[Reversibility]] ( &amp;lt;- Reversability)&lt;br /&gt;
&lt;br /&gt;
[[The Show Must Go On]] (link to [[Tick-Based Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this])&lt;br /&gt;
&lt;br /&gt;
==== Goals and Goal Structures ====&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== Metagames, Replayability, and Balancing ====&lt;br /&gt;
[[Quick Games]]&lt;br /&gt;
&lt;br /&gt;
[[Rock-Paper-Scissors]] (&amp;lt;- Paper-Rock-Scissors)&lt;br /&gt;
&lt;br /&gt;
[[Red Queen Dilemmas]]&lt;br /&gt;
&lt;br /&gt;
[[Perceivable Margins]]&lt;br /&gt;
&lt;br /&gt;
[[Risk/Reward]] (dynamic)&lt;br /&gt;
&lt;br /&gt;
[[Trans-Game Information]] (don't forget Power Stone 2 and VMU; Spore; etc)&lt;br /&gt;
&lt;br /&gt;
[[Timing]]&lt;br /&gt;
&lt;br /&gt;
[[Smooth Learning Curves]]&lt;br /&gt;
&lt;br /&gt;
[[Symmetry]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
=== Left-overs from the book ===&lt;br /&gt;
[[Distributed Rewards]], &lt;br /&gt;
[[Extra-Game Rewards]], &lt;br /&gt;
[[Flexible Game Element Set-Up]], &lt;br /&gt;
[[Judges]], &lt;br /&gt;
[[Mentorship]], &lt;br /&gt;
[[Perceivable Consequences]], &lt;br /&gt;
[[Possibility for Disinformation]], &lt;br /&gt;
[[Psychological Immersion]], &lt;br /&gt;
[[Reasonable Waiting Times]],&lt;br /&gt;
[[Saving]], &lt;br /&gt;
[[Secret Tactics]]&lt;br /&gt;
&lt;br /&gt;
=== New from various sources ===&lt;br /&gt;
==== NPC design with Petri ====&lt;br /&gt;
Visual Body Damage&lt;br /&gt;
&lt;br /&gt;
Dissectible Bodies (actually Fallout and New Vegas seem to have this, see http://kotaku.com/meet-the-guy-who-spent-seven-months-killing-everyone-in-1629588651)&lt;br /&gt;
&lt;br /&gt;
==== Social NPC design with Petri ====&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;
[[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;
Favors (&amp;lt;- Favor )&lt;br /&gt;
&lt;br /&gt;
Gain Allies &lt;br /&gt;
&lt;br /&gt;
Guide and Protect &lt;br /&gt;
&lt;br /&gt;
[[Hierarchical Factions]] &amp;lt;- Hierarchical Fraction &lt;br /&gt;
&lt;br /&gt;
Linked Destinies &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;
[[Diegetic Social Maintenance]] &amp;lt;- Social Maintenance&lt;br /&gt;
&lt;br /&gt;
[[Diegetic Social Norms]] &amp;lt;- Social Norm &lt;br /&gt;
&lt;br /&gt;
[[Traitors]] &amp;lt;- 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]] (now not only as output but also as input)&lt;br /&gt;
&lt;br /&gt;
[[Thematically Consistent Dialogues]] (&amp;lt;- Diegetically Consistent Dialogue)&lt;br /&gt;
&lt;br /&gt;
[[Context Dependent Dialogues]] ( &amp;lt;- Context Dependent Dialogue )&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Integrated Conversation]] ( &amp;lt;- Gameplay Integrated Conversation)&lt;br /&gt;
&lt;br /&gt;
[[Illocutionary Interfaces]] ( &amp;lt;- Illocutionary Interface link to Puzzle Solving and System Exploration, split things from [[Chat Channels]] )&lt;br /&gt;
&lt;br /&gt;
[[Location-Specific Dialogues]] ( &amp;lt;- Location-Specific Dialogues)&lt;br /&gt;
&lt;br /&gt;
[[Character-Specific Dialogues]] ( &amp;lt;- 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 (Torbjörn Söderqvist &amp;amp; Christian Larsson) ====&lt;br /&gt;
[[Loot Rights]]&lt;br /&gt;
&lt;br /&gt;
[[Carryables]]&lt;br /&gt;
&lt;br /&gt;
[[Useables]]&lt;br /&gt;
&lt;br /&gt;
[[Noticeables]]&lt;br /&gt;
&lt;br /&gt;
[[Creatables]]&lt;br /&gt;
&lt;br /&gt;
[[Stackables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Upgradables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Disposables]]&lt;br /&gt;
&lt;br /&gt;
[[Enterables/Mountables]]&lt;br /&gt;
&lt;br /&gt;
====== Suggested ======&lt;br /&gt;
[[Stealables]]&lt;br /&gt;
&lt;br /&gt;
[[Dropables]]/Placables&lt;br /&gt;
&lt;br /&gt;
[[Social Status Symbols]]&lt;br /&gt;
&lt;br /&gt;
==== Unknown ====&lt;br /&gt;
Persistant State World&lt;br /&gt;
&lt;br /&gt;
Fixed Real-World Exchange Rate&lt;br /&gt;
&lt;br /&gt;
Death game mönstret&lt;br /&gt;
&lt;br /&gt;
Point of No Return&lt;br /&gt;
&lt;br /&gt;
==== New proposals from working with the wiki ====&lt;br /&gt;
[[Togetherness]] &amp;lt;- Mutual Experiences [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;
[[Asymmetric Roles]] ([[Vast]] already covered by asymmetrical 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;
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 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;
[[Kiting]] (drawing monsters out and attacking them) --[[User:Staffan Björk|Staffan Björk]] 11:15, 31 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mutual Enemies]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Excluding Groups]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Inherent Mistrust]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Coordination]] (from Aesthetical Gameplay Patterns paper - include WoW marker example by Bennerstedt) --[[User:Staffan Björk|Staffan Björk]] 12:28, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Sabotage]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Simultaneous Challenges]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Virtual Co-Presence]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
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[[Mutual Experiences]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
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[[Limited Gameplay Time]] (that either game sessions or play sessions are designed to be limited in time or moves, link [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 10:11, 24 February 2010 (UTC)&lt;br /&gt;
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[[Initial Personalization]] (that one can customized avatars before ones gameplay begins) --[[User:Staffan Björk|Staffan Björk]] 07:46, 30 March 2010 (UTC)&lt;br /&gt;
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[[Attributes]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
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[[Feats]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
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[[Advantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
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[[Disadvantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
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[[Customizable Development]] (choices when having character development) --[[User:Staffan Björk|Staffan Björk]] 06:48, 7 April 2010 (UTC)&lt;br /&gt;
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[[Player Time Investments]] (basically, that players have spent time in the game to either master skills or create/shape something in the game) --[[User:Staffan Björk|Staffan Björk]] 06:53, 7 April 2010 (UTC)&lt;br /&gt;
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[[Avatar Personalization]] (cosmetic personalization of avatars) --[[User:Staffan Björk|Staffan Björk]] 07:06, 7 April 2010 (UTC)&lt;br /&gt;
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[[Development Trees]] (as in civ but also as in D&amp;amp;D and Borderlands, [[Technology Trees]] link) --[[User:Staffan Björk|Staffan Björk]] 11:45, 17 April 2010 (UTC)&lt;br /&gt;
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[[Emergent Gameplay]] (1+1=3) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 April 2010 (UTC)&lt;br /&gt;
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[[Bragging]] --[[User:Staffan Björk|Staffan Björk]] 10:58, 30 April 2010 (UTC)&lt;br /&gt;
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[[Cartel Formation]] (based on non-game reasons) --[[User:Staffan Björk|Staffan Björk]] 16:03, 3 May 2010 (UTC)&lt;br /&gt;
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[[Unobserved Game Events]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:39, 28 May 2010 (UTC)&lt;br /&gt;
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[[Character Memories]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:56, 28 May 2010 (UTC)&lt;br /&gt;
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[[Game Prophecies]] (information from the game what will happen in the future of the game) --[[User:Staffan Björk|Staffan Björk]] 07:58, 28 May 2010 (UTC)&lt;br /&gt;
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[[Self-Facilitated Rules]] (as Self-Facilitated Games but only for rules and can be just a part of the rules) --[[User:Staffan Björk|Staffan Björk]] 22:03, 4 June 2010 (UTC)&lt;br /&gt;
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[[Infiltrate]] (pretending to be in a group) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 June 2010 (UTC)&lt;br /&gt;
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[[fgh effect]] (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --[[User:Staffan Björk|Staffan Björk]] 08:21, 25 June 2010 (UTC)&lt;br /&gt;
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[[Guilds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:11, 31 August 2010 (CEST)&lt;br /&gt;
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[[Conspiring]] (secret negotiations) --[[User:Staffan Björk|Staffan Björk]] 12:13, 3 September 2010 (CEST)&lt;br /&gt;
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[[Effect Descriptions]] (descriptions of the game effect of an action) --[[User:Staffan Björk|Staffan Björk]] 10:22, 7 September 2010 (CEST)&lt;br /&gt;
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[[Tragedy of the Commons]] (breakout from Social Dilemmas?) --[[User:Staffan Björk|Staffan Björk]] 16:47, 7 September 2010 (CEST)&lt;br /&gt;
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[[Enforced Goals]] (goals you need to succeed with to complete or win a game, link to [[Committed Goals]]) --[[User:Staffan Björk|Staffan Björk]] 10:35, 9 September 2010 (CEST)&lt;br /&gt;
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[[Indirectly Aggressive Actions]] (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
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[[Directly Aggressive Actions]] (Actions that reduced opponents absolute positions in the game) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
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[[Game Element Removal]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:54, 9 September 2010 (CEST)&lt;br /&gt;
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[[Game-Based Social Statuses]] (re-introduced from ''Social Status'' ) --[[User:Staffan Björk|Staffan Björk]] 10:51, 10 September 2010 (CEST)&lt;br /&gt;
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[[Upgrading]] (the event of giving new or improved abilities) --[[User:Staffan Björk|Staffan Björk]] 14:39, 10 September 2010 (CEST)&lt;br /&gt;
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[[Tokens]] (duh, link to [[Null Tokens]] and resources) --[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)&lt;br /&gt;
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[[Chain Reactions]] --[[User:Staffan Björk|Staffan Björk]] 12:48, 17 September 2010 (CEST)&lt;br /&gt;
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[[Character Sheets]] --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)&lt;br /&gt;
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[[Indirect Conflicts]] (from writing Algorithmic Agents) --[[User:Staffan Björk|Staffan Björk]] 11:04, 18 November 2010 (CET)&lt;br /&gt;
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[[Ranking Systems]]&lt;br /&gt;
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[[Public Interfaces]] (interfaces that are accessible to several people at the same time, e.g. [[Flight Control]] on the iPad) --[[User:Staffan Björk|Staffan Björk]] 19:19, 27 November 2010 (CET)&lt;br /&gt;
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[[Appointments]] (related to [[Encouraged Return Visits]]; taken from the SVNGR mechanic ''Appointment Dynamic'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Incremental Information Delivery]] (from the SVNGR mechanic ''Cascading Information Theory'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Communal Problem Solving]] (from the SVNGR mechanic ''Communal Discovery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Lottery]] (from the SVNGR mechanic ''Lottery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Shell Game]] (from the SVNGR mechanic ''Shell Game'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Sandbox Gameplay]] (duh; diff. from simulations may be in one having an avatar) --[[User:Staffan Björk|Staffan Björk]] 10:29, 9 December 2010 (CET)&lt;br /&gt;
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[[Multiple Endings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:16, 13 December 2010 (CET)&lt;br /&gt;
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[[Referees]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:43, 4 January 2011 (CET)&lt;br /&gt;
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[[Limited Communication Abilities]] (ESP Game and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 17:25, 4 January 2011 (CET)&lt;br /&gt;
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[[Hidden Rules]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Varying Rule Set]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Proxy Players]] (agents playing for somebody else) --[[User:Staffan Björk|Staffan Björk]] 11:37, 5 January 2011 (CET)&lt;br /&gt;
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[[Narrative Engrossment]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:53, 12 January 2011 (CET)&lt;br /&gt;
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[[Modifiable Game Interfaces]] (WoW &amp;amp; MUD clients) --[[User:Staffan Björk|Staffan Björk]] 22:03, 12 January 2011 (CET)&lt;br /&gt;
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[[Expansions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 January 2011 (CET)&lt;br /&gt;
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[[Faucet/Drain]] (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --[[User:Staffan Björk|Staffan Björk]] 16:50, 17 January 2011 (CET)&lt;br /&gt;
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[[Discontinuous Progression]] (since not everything is Arithmetic or Geometric) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 February 2011 (CET)&lt;br /&gt;
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[[Event Thresholds]] (from writing Arithmetic Progression,  quantitative point at which an event is triggered) --[[User:Staffan Björk|Staffan Björk]] 21:54, 17 February 2011 (CET)&lt;br /&gt;
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[[Encouraged Constant Player Activity]] (from writing resource caps) --[[User:Staffan Björk|Staffan Björk]] 19:11, 18 February 2011 (CET)&lt;br /&gt;
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[[Pubstomping]] (duh, link to [[Dominant Strategies]]) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)&lt;br /&gt;
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[[Victory Points]] (as tokens) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)&lt;br /&gt;
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[[Miniatures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 18:27, 12 March 2011 (CET)&lt;br /&gt;
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[[Turtling]] (from wikipedia and Mikael Rytterhag's Camping paper) --[[User:Staffan Björk|Staffan Björk]] 12:29, 13 March 2011 (CET)&lt;br /&gt;
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[[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET)&lt;br /&gt;
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[[Scenarios]] (different setups in wargame and RPGs, and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 16:10, 26 March 2011 (CET)&lt;br /&gt;
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[[Inhabitants]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:36, 2 April 2011 (CEST)&lt;br /&gt;
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[[Jumping]] (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --[[User:Staffan Björk|Staffan Björk]] 00:00, 3 April 2011 (CEST)&lt;br /&gt;
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[[Cheat Codes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:25, 4 April 2011 (CEST)&lt;br /&gt;
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[[Powers]] (spells, etc.) --[[User:Staffan Björk|Staffan Björk]] 21:11, 6 April 2011 (CEST)&lt;br /&gt;
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[[Buffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Debuffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Stealing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:41, 8 April 2011 (CEST)&lt;br /&gt;
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[[Farming]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:42, 8 April 2011 (CEST)&lt;br /&gt;
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[[Twinking]] (for WoW) --[[User:Staffan Björk|Staffan Björk]] 20:01, 9 April 2011 (CEST)&lt;br /&gt;
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[[Enforced Ownership]] (Soulbound concept from WoW) --[[User:Staffan Björk|Staffan Björk]] 20:05, 9 April 2011 (CEST)&lt;br /&gt;
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[[Faucet/Sink]] (opposite to [[Closed Economies]] or [[Faucet/Drain]]) --[[User:Staffan Björk|Staffan Björk]] 10:14, 10 April 2011 (CEST)&lt;br /&gt;
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[[Micromanagement]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:38, 10 April 2011 (CEST)&lt;br /&gt;
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[[System Exploration]] (Exploration of the system...) --[[User:Staffan Björk|Staffan Björk]] 17:33, 12 April 2011 (CEST)&lt;br /&gt;
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[[Agent Needs]] --[[User:Staffan Björk|Staffan Björk]] 13:28, 14 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance]] --[[User:Staffan Björk|Staffan Björk]] 21:21, 14 April 2011 (CEST)&lt;br /&gt;
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[[Production-Consumption Chains]] (flows but the types change) --[[User:Staffan Björk|Staffan Björk]] 13:18, 17 April 2011 (CEST)&lt;br /&gt;
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[[Nurturing]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Calm Flow]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Technologies]] (duh, link [[Technology Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Technology Trees]] (duh, link [[Development Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance Costs]] (resource drains) --[[User:Staffan Björk|Staffan Björk]] 19:07, 21 April 2011 (CEST)&lt;br /&gt;
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[[Character Classes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 07:52, 30 April 2011 (CEST)&lt;br /&gt;
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[[Experience Points]] (duh, &amp;quot;Points used to measure a character’s progress towards a state where abilities or characteristics related to gameplay are improved.&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 01:27, 7 May 2011 (CEST)&lt;br /&gt;
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[[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST)&lt;br /&gt;
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[[Unit Formations]] (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --[[User:Staffan Björk|Staffan Björk]] 14:38, 8 May 2011 (CEST)&lt;br /&gt;
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[[Saving]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:25, 12 May 2011 (CEST)&lt;br /&gt;
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[[Super Combos]] (loong combos, suggested by Johan Wingård) --[[User:Staffan Björk|Staffan Björk]] 20:26, 20 May 2011 (CEST)&lt;br /&gt;
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[[Button Bashing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:38, 21 May 2011 (CEST)&lt;br /&gt;
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[[Flags]] (as in Capture the Flag) --[[User:Staffan Björk|Staffan Björk]] 14:49, 22 May 2011 (CEST)&lt;br /&gt;
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[[Modal Windows]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:25, 23 May 2011 (CEST)&lt;br /&gt;
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[[HUD Buttons]] (Buttons in HUD parts of interfaces, e.g. [[Quests]] in [[FarmVille]] --[[User:Staffan Björk|Staffan Björk]] 21:28, 23 May 2011 (CEST)&lt;br /&gt;
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[[Rounds]] (duh; remember hit left, dodge right also; also Rounds collect a series of turns into a large structure which allows for the counting of Scores and Ultra-Powerful Events) --[[User:Staffan Björk|Staffan Björk]] 14:41, 4 June 2011 (CEST)&lt;br /&gt;
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[[Planning Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST) &lt;br /&gt;
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[[Execution Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)&lt;br /&gt;
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[[Money]] (duh; not only for bidding, maintainance, but also as budgeted action points) --[[User:Staffan Björk|Staffan Björk]] 09:36, 19 June 2011 (CEST)&lt;br /&gt;
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[[Limited Number of Uses]] (charges but also resources needed to activate actions) --[[User:Staffan Björk|Staffan Björk]] 15:48, 20 June 2011 (CEST)&lt;br /&gt;
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[[Exploits]] (unintentional combos in games; Deus Ex example; [http://en.wikipedia.org/wiki/Exploit_(online_gaming)] negative pattern but [[Nomic]]) --[[User:Staffan Björk|Staffan Björk]] 13:32, 10 July 2011 (CEST)&lt;br /&gt;
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[[Generators]] (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --[[User:Staffan Björk|Staffan Björk]] 18:17, 11 July 2011 (CEST)&lt;br /&gt;
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[[Extras]] (not the concept from sports but prepped people playing NPCs, &amp;quot;specially instructed player&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 11:39, 13 July 2011 (CEST)&lt;br /&gt;
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[[Repeated Domination]] (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --[[User:Staffan Björk|Staffan Björk]] 14:48, 13 July 2011 (CEST)&lt;br /&gt;
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[[Railroading]] (duh; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)&lt;br /&gt;
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[[Cover Systems]] --[[User:Staffan Björk|Staffan Björk]] 14:58, 18 July 2011 (CEST)&lt;br /&gt;
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[[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST)&lt;br /&gt;
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[[User Accounts]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)&lt;br /&gt;
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[[Player-Generated Narratives]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:07, 8 August 2011 (CEST)&lt;br /&gt;
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suits? --[[User:Staffan Björk|Staffan Björk]] 13:16, 23 August 2011 (CEST)&lt;br /&gt;
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[[Mods]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:02, 3 September 2011 (CEST)&lt;br /&gt;
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[[Pie Menus]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:23, 21 September 2011 (CEST)&lt;br /&gt;
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[[Performance Modifiers]] --[[User:Staffan Björk|Staffan Björk]] 14:24, 22 September 2011 (CEST)&lt;br /&gt;
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[[Game Registration]] (signing up to play a game) --Staffan Björk 12:54, 1 October 2011 (CEST)&lt;br /&gt;
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[[Leaning]] (giantbomb, cover systems) --[[User:Staffan Björk|Staffan Björk]] 20:30, 9 October 2011 (CEST)&lt;br /&gt;
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[[Limited Repeats]] (rules against repeating same sequence of actions - e.g. [[Chess]] and [[Go]]) --[[User:Staffan Björk|Staffan Björk]] 14:35, 14 November 2011 (CET)&lt;br /&gt;
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[[Predictable Gameplay Time]] ( measured in game state changes or player actions; carcarsonne, pandemic, most card games, board game with set number of turns, history of the world ) --[[User:Staffan Björk|Staffan Björk]] 10:02, 13 August 2012 (CEST)&lt;br /&gt;
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[[Juicy Interfaces]] ( re Jesper Juul and Chaim Gingold) --[[User:Staffan Björk|Staffan Björk]] 14:13, 20 August 2012 (CEST)&lt;br /&gt;
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[[Collectables]] (Erik Einebrandt) --[[User:Staffan Björk|Staffan Björk]] 15:32, 31 August 2012 (CEST)&lt;br /&gt;
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[[Transmedia Games]] ?&lt;br /&gt;
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[[Loss of Control]] (mech, when system takes over characters, units, etc. Panic in X-Com, failed fright checks and disadvantages in GURPs, related to Loss of Control?!?]] --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Lingering Effects]] (mechanical; from X-COM; multiturn effects, can give [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Instakills]] (dynamic; duh; X-COM Chryssalids, headshots in L4D series on ordinary infected; CS?) --[[User:Staffan Björk|Staffan Björk]] 10:10, 15 December 2012 (CET)&lt;br /&gt;
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[[Task-Related Loadouts]] (dynamic; selecting equipment to fit mission/quest) --[[User:Staffan Björk|Staffan Björk]] 10:12, 21 December 2012 (CET)&lt;br /&gt;
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[[Dominant Strategies]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:41, 7 January 2013 (CET)&lt;br /&gt;
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[[Random Encounters]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:34, 20 May 2014 (CEST)&lt;br /&gt;
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[[Dialogue Trees]] (duh, see giant bomb also) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:27, 12 June 2014 (CEST)&lt;br /&gt;
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[[Pickup Groups]] (duh, WoW and our paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:10, 14 June 2014 (CEST)&lt;br /&gt;
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[[Social Status Indicators]] (relate to [[Game-Based Social Statuses]] and [[In-Game Memorabilia]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:05, 19 June 2014 (CEST)&lt;br /&gt;
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[[Gambling]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:25, 21 June 2014 (CEST)&lt;br /&gt;
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[[Game Clients]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:49, 22 June 2014 (CEST)&lt;br /&gt;
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[[Command Line Systems]] (chatting and giving system commands) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:58, 27 June 2014 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:45, 1 July 2014 (CEST)&lt;br /&gt;
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[[Maps]] (2d-projections, game board that one moves on, links to [[Game World Exploration]], [[Installations]], [[Bases]], [[Resource Locations]], [[Location-Fixed Abilities]], [[Territories]], [[Quick Travel]], [[Secondary Interface Screens]], [[Mini-maps]] , [[Fog of War]], [[Game World Exploration]], [[Game World Navigation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:17, 3 July 2014 (CEST)&lt;br /&gt;
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[[Disabilities]] (not having abilities others do) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:32, 3 July 2014 (CEST)&lt;br /&gt;
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[[Scapegoats]] (players blamed for things, a ''lost'' pattern) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:14, 9 July 2014 (CEST)&lt;br /&gt;
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[[Unmediated Social Interaction]] (somehow lost, many patterns relating to it) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:39, 14 July 2014 (CEST)&lt;br /&gt;
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[[Bleed]] (LARP, duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:53, 17 July 2014 (CEST)&lt;br /&gt;
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[[Glitch Usage]] (not easy to design for but...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:49, 17 July 2014 (CEST)&lt;br /&gt;
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[[Secret Communication]] (hidden communication channels mostly) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:33, 28 July 2014 (CEST)&lt;br /&gt;
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[[Emotional Engrossment]] (lost somehow?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:00, 28 July 2014 (CEST)&lt;br /&gt;
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Voice Channels?&lt;br /&gt;
--[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:45, 20 January 2015 (CET)&lt;br /&gt;
[[Context Dependent Actions]] (from working with [[Context Dependent Reactions]], see also http://www.giantbomb.com/context-sensitive/3015-190/)&lt;br /&gt;
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[[Aftercare]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Slow Landing]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Cheat Sheets]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:08, 12 September 2014 (CEST)&lt;br /&gt;
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[[Highlighting]] (from jonas paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:19, 22 September 2014 (CEST)&lt;br /&gt;
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[[Energy]] (resources that fuel actions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:42, 7 October 2014 (CEST)&lt;br /&gt;
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[[Real-Time Performance]] (link to [[Player Unpredictability]], [[Uncertainty of Outcome]], [[Enactment]], [[Roleplaying]], etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:53, 3 January 2015 (CET)&lt;br /&gt;
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[[Player Reading]] (link to [[Player Unpredictability]] , [[Bluffing]], [[Negotiation]], [[Enactment]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:59, 8 January 2015 (CET)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 00:27, 16 January 2015 (CET)&lt;br /&gt;
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[[Possibility of Own Goals]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:33, 16 January 2015 (CET)&lt;br /&gt;
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[[Comeback Mechanisms]] (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to [[Balancing Effects]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Please Don't Quit]] (see http://www.giantbomb.com/please-dont-quit/3015-6507/games/) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Permabanning]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:48, 16 January 2015 (CET)&lt;br /&gt;
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[[Income]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:03, 18 January 2015 (CET)&lt;br /&gt;
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[[Gamer Mode]] (Anders' PhD thesis, aesthetic pattern, relate to various types of Engrossment, Roleplaying) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 23 January 2015 (CET)&lt;br /&gt;
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[[Automated Movement]] (a la [[Wastelands 2]], gives [[Downtime]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:04, 1 February 2015 (CET)&lt;br /&gt;
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[[Serendipitous Finds]] (relate to [[Game World Exploration]], [[Dialogues]], finding things while doing other things) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:39, 4 February 2015 (CET)&lt;br /&gt;
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[[Espionage]] (?, relate to [[Gain Information]], [[Stealth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:29, 4 February 2015 (CET)&lt;br /&gt;
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[[Impassible Terrain]] (duh, relate to [[Inaccessible Areas]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:14, 8 February 2015 (CET)&lt;br /&gt;
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[[Privileged Units]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Facilities]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Factions]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Maintenance Costs]] (link to [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:58, 9 February 2015 (CET)&lt;br /&gt;
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[[Reward Schemes]] (mappings of goals to rewards, e.g. tech trees, extra lives, even high score lists) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:44, 9 February 2015 (CET)&lt;br /&gt;
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[[Facilities]] (duh, building in civ e.g.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:07, 9 February 2015 (CET)&lt;br /&gt;
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[[Diplomacy System]] (rules for diplomatic states) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:52, 11 February 2015 (CET)&lt;br /&gt;
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[[Tutorial System]] (duh, link to [[Quests]] through e.g. [[Civilization: Beyond Earth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 11 February 2015 (CET)&lt;br /&gt;
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[[Money Transformation Flow]] (from Johanna and Steven's master thesis; money in, money out) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:10, 5 June 2015 (CEST)&lt;br /&gt;
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[[Landscaping]] (found in [[Props]] pattern...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:30, 1 July 2015 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 23:05, 4 July 2015 (CEST)&lt;br /&gt;
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[[Player Judges]] (as in [[Apples to Apples]], [[Cards against Humanity]], or [[Rappakalja]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:17, 30 July 2015 (CEST)&lt;br /&gt;
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[[Penalty Boxes]] (as per [[Ice Hockey]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:35, 31 July 2015 (CEST)&lt;br /&gt;
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[[Collectibles]] (different from [[Collections]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:01, 3 September 2015 (CEST)&lt;br /&gt;
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[[Resource-Gatherers]] (from [http://www.mechanics-and-meeples.com/2015/09/14/anatomy-of-a-game-catan/?utm_content=buffer87d4e&amp;amp;utm_medium=social&amp;amp;utm_source=facebook.com&amp;amp;utm_campaign=buffer this] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:16, 1 October 2015 (CEST)&lt;br /&gt;
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[[Game State Editing]] (link to [[Save Files]], cheating, [[Game Masters]], [[Game Command Console]], [[Extra-Game Actions]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:25, 28 October 2015 (CET)&lt;br /&gt;
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[[Multiple Social Circles]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Stepwise Elimination Scoring]] (Lords of Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Game Command Console]] (typically for entering cheat codes etc., allows for playful interaction a la [[Free Game Element Manipulation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:19, 10 November 2015 (CET)&lt;br /&gt;
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[[Playful Interaction]] (free play, link to [[Free Game Element Manipulation]] and [[Game Command Console]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:21, 10 November 2015 (CET)&lt;br /&gt;
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[[Winning by Elimination]] (basically [[Player Elimination]] applied to winning the game, link to [[Eliminate]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 15 December 2015 (CET)&lt;br /&gt;
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[[Distractor Targets]] (aim assist for &amp;quot;wrong targets&amp;quot;; thanks to #104)&lt;br /&gt;
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[[Playable Epilogue]] (thanks to #121)&lt;br /&gt;
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[[Screen Splatter]] (see Giantbomb; damage in FPS, also ink in Mario Kart) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:54, 19 July 2016 (UTC)&lt;br /&gt;
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[[Templates]] (as used in GURPS) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:01, 11 August 2016 (UTC)&lt;br /&gt;
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[[Procedurally Generated Game Areas]] (duh) --16:18, 2 September 2016 (UTC)&lt;br /&gt;
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[[Runaway Leader]] (close to [[Predictable Winner]] --08:29, 4 September 2016 (UTC)&lt;br /&gt;
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[[Predictable Gameplay Time]] (how long it takes to play the game, relate to [[Time Limited Game Instances]] and positive and [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:54, 4 September 2016 (UTC)&lt;br /&gt;
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[[Quantum Ogre]] (search google; always shows up - related to the Gamma World design solution I can't find) [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:53, 7 November 2017 (UTC)&lt;br /&gt;
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[[Ironman Mode]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Level Summaries]] (list of performance after the completion of a level) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Optional Objectives]] (requirements to a goal that aren't necessary but allows players to complete them in more difficult ways) --13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Playstyle Hinting]] (from student assignment 4 in course 2017) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:02, 15 January 2018 (UTC)&lt;br /&gt;
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[[Main Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:09, 19 January 2018 (UTC)&lt;br /&gt;
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Individual winner in team struggles, e.g. [[Study in Emerald]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Single Input Games]] (Singlebutton paper by Breyer?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Mooks]] (related to [[Generic Adversaries]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Fate Play]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-Out Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-In Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Follow the Leader]] ( coop thank brisse) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Push Your Luck]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Leader Boards]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Stepwise Elimination]] (Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Multiple Social Circles]]  --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Deck Slimming]] ([[Dominion]] etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:22, 21 March 2018 (UTC)&lt;br /&gt;
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[[Rooms]] (re [[Lobbies]], Rooms: Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Active Waiting Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Elastic Instancing of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Garbage Collection of Instance of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Voluntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Involuntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Preserve Cohorts]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Positive Fictional Identities]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Automated Initial Interaction]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Non-zero sum XP and Loot]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Non-zero sum guild rewards]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Roles]] (re [[Asymmetric Roles]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Cone of Silence]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Player/Character Awareness Consistency]] (that characters and players know the same things) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:32, 3 April 2018 (UTC)&lt;br /&gt;
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[[Immutable Rules]] (rules that don't change, [[Nomic]] is not an example!) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:54, 6 April 2018 (UTC)&lt;br /&gt;
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[[Resource Competition]] (duh) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:20, 9 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Codex]] (collection of data about the game world, interface pattern, ack. Stefan Ekman) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:55, 24 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[After Care]] (larp, Montola The positve negative experience paper) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:04, 17 September 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Tally Screen]] (sums up things after gameplay, see [this http://doom.wikia.com/wiki/Doom] ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:33, 21 October 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Shared Displays]] (as in [[Pacman must die]] and papers by Eriksson, Torgersson, and Berend...) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:20, 12 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Alpha Player]] (single person doing everything or dictating everything in co-op games) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:29, 12 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Slow Playing]] (as in [[Terraforming Mars]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:57, 19 November 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Input Randomness]] (Yatzhee, etc.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Output Randomness]] (BRP e.g.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Apex Predator]] (from Stealth gameplay style 2018, Also https://www.gamasutra.com/blogs/JoshBycer/20170915/305739/The_2_Philosophies_of_Stealth_Gameplay.php]&lt;br /&gt;
&lt;br /&gt;
[[Moments of Glory]] (aesthetics pattern from hardcore competitive gameplay style 2018) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 27 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Perspective Taking]] ([[Roleplaying]], thinking ahead in [[Chess]], [[Cooperation]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:32, 31 May 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Disposable Lives]] (units that can or need to be sacrified; ack: Samir Aoun) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:57, 21 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Perks]] (duh, ack to Tim Björk and Max Sundin Pekkala) --- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:44, 3 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Null Tokens]] (tokens that represent 0 resources but can trick other players) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:31, 26 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Corpse Running]] (A [[Death Consequences|Death Consequence]] where you need to collect your corpse - or your equipment - after you died, e.g. [[Diablo series]] or [[World of Warcraft]]) ----- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:26, 06 October 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Forfeiting]] (duh; thanks to Anders) [[User:Staffan Björk|Staffan Björk]] ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:07, 29 November 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Morality Systems]] (duh; thanks for Malcolm Ryan) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:59, 18 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Solitaire]] (duh, thanks to Adam Andersson) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:12, 13 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Character/Player Cognitive Imbalance]] (when Characters know more about the game world, are smarter, etc. - or the other way around) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:40, 8 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Character Engrossment]] (engrossment lensed through a Character perspective) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:12, 8 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mandatory Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:11, 25 August 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Potentially too specific patterns (mainly from GiantBomb) ===&lt;br /&gt;
Adjustable Character Level (see http://www.giantbomb.com/adjustable-character-level/3015-3576/)&lt;br /&gt;
&lt;br /&gt;
Camera Following Projectiles&lt;br /&gt;
&lt;br /&gt;
Reticule Magnetism &lt;br /&gt;
&lt;br /&gt;
Bullet Magnetism&lt;br /&gt;
&lt;br /&gt;
Lock-on&lt;br /&gt;
&lt;br /&gt;
Dynamic split-screen&lt;br /&gt;
&lt;br /&gt;
Camera Shift&lt;br /&gt;
&lt;br /&gt;
Boffer Combat (then also Ars Armandi etc.)&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=27711</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=27711"/>
				<updated>2023-03-15T10:30:32Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For patterns that have partly or fully been inserted into the wiki, see the [[:Category:Patterns|category of patterns]]. See also [[Renamed Patterns]].&lt;br /&gt;
&lt;br /&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;
== Patterns ==&lt;br /&gt;
=== From the cd-rom ===&lt;br /&gt;
[[Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Alternative Realities]]&lt;br /&gt;
&lt;br /&gt;
[[Anticipation]]&lt;br /&gt;
&lt;br /&gt;
[[Asymmetric Abilities]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Asymmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Attention Swapping]]&lt;br /&gt;
&lt;br /&gt;
[[Closed Economies]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Engrossment]] (&amp;lt;- Cognitive Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Competition]] ( not [[Competitions]] )&lt;br /&gt;
&lt;br /&gt;
[[Conflicts]] ( &amp;lt;- Conflict )&lt;br /&gt;
&lt;br /&gt;
[[Constructive Gameplay]] ( &amp;lt;- Constructive Play )&lt;br /&gt;
&lt;br /&gt;
[[Creative Control]]&lt;br /&gt;
&lt;br /&gt;
[[Diminishing Returns]]&lt;br /&gt;
&lt;br /&gt;
[[Direct Information]]&lt;br /&gt;
&lt;br /&gt;
[[Disruption of Focused Attention]]&lt;br /&gt;
&lt;br /&gt;
[[Temporary Alliances]] &amp;lt;- (Dynamic Alliances)&lt;br /&gt;
&lt;br /&gt;
[[Empowerment]] - should be related to [[Exaggerated Perception of Influence]] and [[Player Agency]]&lt;br /&gt;
&lt;br /&gt;
[[Extra-Game Information]]&lt;br /&gt;
&lt;br /&gt;
[[Identification]]&lt;br /&gt;
&lt;br /&gt;
[[Engrossment]] ( &amp;lt;- Immersion)&lt;br /&gt;
&lt;br /&gt;
[[Imperfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Control]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Information]]&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]] &amp;lt;- Should be removed (but take info from old pattern)&lt;br /&gt;
&lt;br /&gt;
[[Limited Set of Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Negotiation]]&lt;br /&gt;
&lt;br /&gt;
[[Never Ending Stories]]&lt;br /&gt;
&lt;br /&gt;
[[Ownership]]&lt;br /&gt;
&lt;br /&gt;
[[Rock-Paper-Scissors]] (&amp;lt;- Paper-Rock-Scissors)&lt;br /&gt;
&lt;br /&gt;
[[Perceivable Margins]]&lt;br /&gt;
&lt;br /&gt;
[[Perfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Distributions]] (&amp;lt;- Player-Decided Distribution of Rewards &amp;amp; Penalties)&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Results]]&lt;br /&gt;
&lt;br /&gt;
[[Production-Consumption Flows]] ( &amp;lt;- Producer-Consumer )&lt;br /&gt;
&lt;br /&gt;
[[Producers]]&lt;br /&gt;
&lt;br /&gt;
[[Public Information]]&lt;br /&gt;
&lt;br /&gt;
[[Quick Games]]&lt;br /&gt;
&lt;br /&gt;
[[Red Queen Dilemmas]]&lt;br /&gt;
&lt;br /&gt;
[[Resource Generators]] (tangible game elements now; and break out [[Generators]]) &lt;br /&gt;
&lt;br /&gt;
[[Reversibility]] ( &amp;lt;- Reversability)&lt;br /&gt;
&lt;br /&gt;
[[Risk/Reward]] (dynamic)&lt;br /&gt;
&lt;br /&gt;
[[Role Reversal]]&lt;br /&gt;
&lt;br /&gt;
[[Secret Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Sensory-Motoric Engrossment]] ( &amp;lt;- Sensory-Motoric Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Smooth Learning Curves]]&lt;br /&gt;
&lt;br /&gt;
[[Social Interaction]]&lt;br /&gt;
&lt;br /&gt;
[[Social Organizations]]&lt;br /&gt;
&lt;br /&gt;
[[Spatial Engrossment]] ( &amp;lt;- Spatial Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Surprises]] (link to attention demanding)&lt;br /&gt;
&lt;br /&gt;
[[Symmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Symmetry]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[The Show Must Go On]] (link to [[Tick-Based Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this])&lt;br /&gt;
&lt;br /&gt;
[[Timing]]&lt;br /&gt;
&lt;br /&gt;
[[Trans-Game Information]] (don't forget Power Stone 2 and VMU; Spore; etc)&lt;br /&gt;
&lt;br /&gt;
[[Transfer of Control]] (relate to [[Loss of Control]] and [[Helplessness]])&lt;br /&gt;
&lt;br /&gt;
[[Uncommitted Alliances]]&lt;br /&gt;
&lt;br /&gt;
=== Left-overs from the book ===&lt;br /&gt;
[[Distributed Rewards]], &lt;br /&gt;
[[Extra-Game Rewards]], &lt;br /&gt;
[[Flexible Game Element Set-Up]], &lt;br /&gt;
[[Judges]], &lt;br /&gt;
[[Mentorship]], &lt;br /&gt;
[[Perceivable Consequences]], &lt;br /&gt;
[[Possibility for Disinformation]], &lt;br /&gt;
[[Psychological Immersion]], &lt;br /&gt;
[[Reasonable Waiting Times]],&lt;br /&gt;
[[Saving]], &lt;br /&gt;
[[Secret Tactics]]&lt;br /&gt;
&lt;br /&gt;
=== New from various sources ===&lt;br /&gt;
==== NPC design with Petri ====&lt;br /&gt;
Visual Body Damage&lt;br /&gt;
&lt;br /&gt;
Dissectible Bodies (actually Fallout and New Vegas seem to have this, see http://kotaku.com/meet-the-guy-who-spent-seven-months-killing-everyone-in-1629588651)&lt;br /&gt;
&lt;br /&gt;
==== Social NPC design with Petri ====&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;
[[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;
Favors (&amp;lt;- Favor )&lt;br /&gt;
&lt;br /&gt;
Gain Allies &lt;br /&gt;
&lt;br /&gt;
Guide and Protect &lt;br /&gt;
&lt;br /&gt;
[[Hierarchical Factions]] &amp;lt;- Hierarchical Fraction &lt;br /&gt;
&lt;br /&gt;
Linked Destinies &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;
[[Diegetic Social Maintenance]] &amp;lt;- Social Maintenance&lt;br /&gt;
&lt;br /&gt;
[[Diegetic Social Norms]] &amp;lt;- Social Norm &lt;br /&gt;
&lt;br /&gt;
[[Traitors]] &amp;lt;- 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]] (now not only as output but also as input)&lt;br /&gt;
&lt;br /&gt;
[[Thematically Consistent Dialogues]] (&amp;lt;- Diegetically Consistent Dialogue)&lt;br /&gt;
&lt;br /&gt;
[[Context Dependent Dialogues]] ( &amp;lt;- Context Dependent Dialogue )&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Integrated Conversation]] ( &amp;lt;- Gameplay Integrated Conversation)&lt;br /&gt;
&lt;br /&gt;
[[Illocutionary Interfaces]] ( &amp;lt;- Illocutionary Interface link to Puzzle Solving and System Exploration, split things from [[Chat Channels]] )&lt;br /&gt;
&lt;br /&gt;
[[Location-Specific Dialogues]] ( &amp;lt;- Location-Specific Dialogues)&lt;br /&gt;
&lt;br /&gt;
[[Character-Specific Dialogues]] ( &amp;lt;- 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 (Torbjörn Söderqvist &amp;amp; Christian Larsson) ====&lt;br /&gt;
[[Loot Rights]]&lt;br /&gt;
&lt;br /&gt;
[[Carryables]]&lt;br /&gt;
&lt;br /&gt;
[[Useables]]&lt;br /&gt;
&lt;br /&gt;
[[Noticeables]]&lt;br /&gt;
&lt;br /&gt;
[[Creatables]]&lt;br /&gt;
&lt;br /&gt;
[[Stackables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Upgradables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Disposables]]&lt;br /&gt;
&lt;br /&gt;
[[Enterables/Mountables]]&lt;br /&gt;
&lt;br /&gt;
====== Suggested ======&lt;br /&gt;
[[Stealables]]&lt;br /&gt;
&lt;br /&gt;
[[Dropables]]/Placables&lt;br /&gt;
&lt;br /&gt;
[[Social Status Symbols]]&lt;br /&gt;
&lt;br /&gt;
==== Unknown ====&lt;br /&gt;
Persistant State World&lt;br /&gt;
&lt;br /&gt;
Fixed Real-World Exchange Rate&lt;br /&gt;
&lt;br /&gt;
Death game mönstret&lt;br /&gt;
&lt;br /&gt;
Point of No Return&lt;br /&gt;
&lt;br /&gt;
==== New proposals from working with the wiki ====&lt;br /&gt;
[[Togetherness]] &amp;lt;- Mutual Experiences [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;
[[Asymmetric Roles]] ([[Vast]] already covered by asymmetrical 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;
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 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;
[[Kiting]] (drawing monsters out and attacking them) --[[User:Staffan Björk|Staffan Björk]] 11:15, 31 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mutual Enemies]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Excluding Groups]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Inherent Mistrust]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Coordination]] (from Aesthetical Gameplay Patterns paper - include WoW marker example by Bennerstedt) --[[User:Staffan Björk|Staffan Björk]] 12:28, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Sabotage]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Simultaneous Challenges]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Virtual Co-Presence]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mutual Experiences]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Limited Gameplay Time]] (that either game sessions or play sessions are designed to be limited in time or moves, link [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 10:11, 24 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Initial Personalization]] (that one can customized avatars before ones gameplay begins) --[[User:Staffan Björk|Staffan Björk]] 07:46, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Feats]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Advantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Disadvantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Customizable Development]] (choices when having character development) --[[User:Staffan Björk|Staffan Björk]] 06:48, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player Time Investments]] (basically, that players have spent time in the game to either master skills or create/shape something in the game) --[[User:Staffan Björk|Staffan Björk]] 06:53, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Avatar Personalization]] (cosmetic personalization of avatars) --[[User:Staffan Björk|Staffan Björk]] 07:06, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Development Trees]] (as in civ but also as in D&amp;amp;D and Borderlands, [[Technology Trees]] link) --[[User:Staffan Björk|Staffan Björk]] 11:45, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Emergent Gameplay]] (1+1=3) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Bragging]] --[[User:Staffan Björk|Staffan Björk]] 10:58, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Cartel Formation]] (based on non-game reasons) --[[User:Staffan Björk|Staffan Björk]] 16:03, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Unobserved Game Events]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:39, 28 May 2010 (UTC)&lt;br /&gt;
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[[Character Memories]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:56, 28 May 2010 (UTC)&lt;br /&gt;
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[[Game Prophecies]] (information from the game what will happen in the future of the game) --[[User:Staffan Björk|Staffan Björk]] 07:58, 28 May 2010 (UTC)&lt;br /&gt;
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[[Self-Facilitated Rules]] (as Self-Facilitated Games but only for rules and can be just a part of the rules) --[[User:Staffan Björk|Staffan Björk]] 22:03, 4 June 2010 (UTC)&lt;br /&gt;
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[[Infiltrate]] (pretending to be in a group) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 June 2010 (UTC)&lt;br /&gt;
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[[fgh effect]] (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --[[User:Staffan Björk|Staffan Björk]] 08:21, 25 June 2010 (UTC)&lt;br /&gt;
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[[Guilds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:11, 31 August 2010 (CEST)&lt;br /&gt;
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[[Conspiring]] (secret negotiations) --[[User:Staffan Björk|Staffan Björk]] 12:13, 3 September 2010 (CEST)&lt;br /&gt;
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[[Effect Descriptions]] (descriptions of the game effect of an action) --[[User:Staffan Björk|Staffan Björk]] 10:22, 7 September 2010 (CEST)&lt;br /&gt;
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[[Tragedy of the Commons]] (breakout from Social Dilemmas?) --[[User:Staffan Björk|Staffan Björk]] 16:47, 7 September 2010 (CEST)&lt;br /&gt;
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[[Enforced Goals]] (goals you need to succeed with to complete or win a game, link to [[Committed Goals]]) --[[User:Staffan Björk|Staffan Björk]] 10:35, 9 September 2010 (CEST)&lt;br /&gt;
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[[Indirectly Aggressive Actions]] (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
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[[Directly Aggressive Actions]] (Actions that reduced opponents absolute positions in the game) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
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[[Game Element Removal]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:54, 9 September 2010 (CEST)&lt;br /&gt;
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[[Game-Based Social Statuses]] (re-introduced from ''Social Status'' ) --[[User:Staffan Björk|Staffan Björk]] 10:51, 10 September 2010 (CEST)&lt;br /&gt;
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[[Upgrading]] (the event of giving new or improved abilities) --[[User:Staffan Björk|Staffan Björk]] 14:39, 10 September 2010 (CEST)&lt;br /&gt;
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[[Tokens]] (duh, link to [[Null Tokens]] and resources) --[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)&lt;br /&gt;
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[[Chain Reactions]] --[[User:Staffan Björk|Staffan Björk]] 12:48, 17 September 2010 (CEST)&lt;br /&gt;
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[[Character Sheets]] --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)&lt;br /&gt;
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[[Indirect Conflicts]] (from writing Algorithmic Agents) --[[User:Staffan Björk|Staffan Björk]] 11:04, 18 November 2010 (CET)&lt;br /&gt;
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[[Ranking Systems]]&lt;br /&gt;
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[[Public Interfaces]] (interfaces that are accessible to several people at the same time, e.g. [[Flight Control]] on the iPad) --[[User:Staffan Björk|Staffan Björk]] 19:19, 27 November 2010 (CET)&lt;br /&gt;
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[[Appointments]] (related to [[Encouraged Return Visits]]; taken from the SVNGR mechanic ''Appointment Dynamic'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Incremental Information Delivery]] (from the SVNGR mechanic ''Cascading Information Theory'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Communal Problem Solving]] (from the SVNGR mechanic ''Communal Discovery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Lottery]] (from the SVNGR mechanic ''Lottery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Shell Game]] (from the SVNGR mechanic ''Shell Game'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Sandbox Gameplay]] (duh; diff. from simulations may be in one having an avatar) --[[User:Staffan Björk|Staffan Björk]] 10:29, 9 December 2010 (CET)&lt;br /&gt;
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[[Multiple Endings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:16, 13 December 2010 (CET)&lt;br /&gt;
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[[Referees]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:43, 4 January 2011 (CET)&lt;br /&gt;
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[[Limited Communication Abilities]] (ESP Game and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 17:25, 4 January 2011 (CET)&lt;br /&gt;
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[[Hidden Rules]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Varying Rule Set]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Proxy Players]] (agents playing for somebody else) --[[User:Staffan Björk|Staffan Björk]] 11:37, 5 January 2011 (CET)&lt;br /&gt;
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[[Narrative Engrossment]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:53, 12 January 2011 (CET)&lt;br /&gt;
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[[Modifiable Game Interfaces]] (WoW &amp;amp; MUD clients) --[[User:Staffan Björk|Staffan Björk]] 22:03, 12 January 2011 (CET)&lt;br /&gt;
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[[Expansions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 January 2011 (CET)&lt;br /&gt;
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[[Faucet/Drain]] (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --[[User:Staffan Björk|Staffan Björk]] 16:50, 17 January 2011 (CET)&lt;br /&gt;
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[[Discontinuous Progression]] (since not everything is Arithmetic or Geometric) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 February 2011 (CET)&lt;br /&gt;
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[[Event Thresholds]] (from writing Arithmetic Progression,  quantitative point at which an event is triggered) --[[User:Staffan Björk|Staffan Björk]] 21:54, 17 February 2011 (CET)&lt;br /&gt;
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[[Encouraged Constant Player Activity]] (from writing resource caps) --[[User:Staffan Björk|Staffan Björk]] 19:11, 18 February 2011 (CET)&lt;br /&gt;
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[[Pubstomping]] (duh, link to [[Dominant Strategies]]) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)&lt;br /&gt;
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[[Victory Points]] (as tokens) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)&lt;br /&gt;
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[[Miniatures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 18:27, 12 March 2011 (CET)&lt;br /&gt;
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[[Turtling]] (from wikipedia and Mikael Rytterhag's Camping paper) --[[User:Staffan Björk|Staffan Björk]] 12:29, 13 March 2011 (CET)&lt;br /&gt;
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[[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET)&lt;br /&gt;
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[[Scenarios]] (different setups in wargame and RPGs, and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 16:10, 26 March 2011 (CET)&lt;br /&gt;
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[[Inhabitants]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:36, 2 April 2011 (CEST)&lt;br /&gt;
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[[Jumping]] (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --[[User:Staffan Björk|Staffan Björk]] 00:00, 3 April 2011 (CEST)&lt;br /&gt;
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[[Cheat Codes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:25, 4 April 2011 (CEST)&lt;br /&gt;
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[[Powers]] (spells, etc.) --[[User:Staffan Björk|Staffan Björk]] 21:11, 6 April 2011 (CEST)&lt;br /&gt;
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[[Buffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Debuffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Stealing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:41, 8 April 2011 (CEST)&lt;br /&gt;
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[[Farming]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:42, 8 April 2011 (CEST)&lt;br /&gt;
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[[Twinking]] (for WoW) --[[User:Staffan Björk|Staffan Björk]] 20:01, 9 April 2011 (CEST)&lt;br /&gt;
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[[Enforced Ownership]] (Soulbound concept from WoW) --[[User:Staffan Björk|Staffan Björk]] 20:05, 9 April 2011 (CEST)&lt;br /&gt;
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[[Faucet/Sink]] (opposite to [[Closed Economies]] or [[Faucet/Drain]]) --[[User:Staffan Björk|Staffan Björk]] 10:14, 10 April 2011 (CEST)&lt;br /&gt;
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[[Micromanagement]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:38, 10 April 2011 (CEST)&lt;br /&gt;
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[[System Exploration]] (Exploration of the system...) --[[User:Staffan Björk|Staffan Björk]] 17:33, 12 April 2011 (CEST)&lt;br /&gt;
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[[Agent Needs]] --[[User:Staffan Björk|Staffan Björk]] 13:28, 14 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance]] --[[User:Staffan Björk|Staffan Björk]] 21:21, 14 April 2011 (CEST)&lt;br /&gt;
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[[Production-Consumption Chains]] (flows but the types change) --[[User:Staffan Björk|Staffan Björk]] 13:18, 17 April 2011 (CEST)&lt;br /&gt;
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[[Nurturing]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Calm Flow]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Technologies]] (duh, link [[Technology Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Technology Trees]] (duh, link [[Development Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance Costs]] (resource drains) --[[User:Staffan Björk|Staffan Björk]] 19:07, 21 April 2011 (CEST)&lt;br /&gt;
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[[Character Classes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 07:52, 30 April 2011 (CEST)&lt;br /&gt;
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[[Experience Points]] (duh, &amp;quot;Points used to measure a character’s progress towards a state where abilities or characteristics related to gameplay are improved.&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 01:27, 7 May 2011 (CEST)&lt;br /&gt;
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[[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST)&lt;br /&gt;
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[[Unit Formations]] (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --[[User:Staffan Björk|Staffan Björk]] 14:38, 8 May 2011 (CEST)&lt;br /&gt;
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[[Saving]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:25, 12 May 2011 (CEST)&lt;br /&gt;
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[[Super Combos]] (loong combos, suggested by Johan Wingård) --[[User:Staffan Björk|Staffan Björk]] 20:26, 20 May 2011 (CEST)&lt;br /&gt;
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[[Button Bashing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:38, 21 May 2011 (CEST)&lt;br /&gt;
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[[Flags]] (as in Capture the Flag) --[[User:Staffan Björk|Staffan Björk]] 14:49, 22 May 2011 (CEST)&lt;br /&gt;
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[[Modal Windows]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:25, 23 May 2011 (CEST)&lt;br /&gt;
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[[HUD Buttons]] (Buttons in HUD parts of interfaces, e.g. [[Quests]] in [[FarmVille]] --[[User:Staffan Björk|Staffan Björk]] 21:28, 23 May 2011 (CEST)&lt;br /&gt;
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[[Rounds]] (duh; remember hit left, dodge right also; also Rounds collect a series of turns into a large structure which allows for the counting of Scores and Ultra-Powerful Events) --[[User:Staffan Björk|Staffan Björk]] 14:41, 4 June 2011 (CEST)&lt;br /&gt;
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[[Planning Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST) &lt;br /&gt;
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[[Execution Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)&lt;br /&gt;
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[[Money]] (duh; not only for bidding, maintainance, but also as budgeted action points) --[[User:Staffan Björk|Staffan Björk]] 09:36, 19 June 2011 (CEST)&lt;br /&gt;
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[[Limited Number of Uses]] (charges but also resources needed to activate actions) --[[User:Staffan Björk|Staffan Björk]] 15:48, 20 June 2011 (CEST)&lt;br /&gt;
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[[Exploits]] (unintentional combos in games; Deus Ex example; [http://en.wikipedia.org/wiki/Exploit_(online_gaming)] negative pattern but [[Nomic]]) --[[User:Staffan Björk|Staffan Björk]] 13:32, 10 July 2011 (CEST)&lt;br /&gt;
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[[Generators]] (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --[[User:Staffan Björk|Staffan Björk]] 18:17, 11 July 2011 (CEST)&lt;br /&gt;
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[[Extras]] (not the concept from sports but prepped people playing NPCs, &amp;quot;specially instructed player&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 11:39, 13 July 2011 (CEST)&lt;br /&gt;
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[[Repeated Domination]] (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --[[User:Staffan Björk|Staffan Björk]] 14:48, 13 July 2011 (CEST)&lt;br /&gt;
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[[Railroading]] (duh; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)&lt;br /&gt;
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[[Cover Systems]] --[[User:Staffan Björk|Staffan Björk]] 14:58, 18 July 2011 (CEST)&lt;br /&gt;
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[[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST)&lt;br /&gt;
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[[User Accounts]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)&lt;br /&gt;
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[[Player-Generated Narratives]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:07, 8 August 2011 (CEST)&lt;br /&gt;
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suits? --[[User:Staffan Björk|Staffan Björk]] 13:16, 23 August 2011 (CEST)&lt;br /&gt;
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[[Mods]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:02, 3 September 2011 (CEST)&lt;br /&gt;
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[[Pie Menus]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:23, 21 September 2011 (CEST)&lt;br /&gt;
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[[Performance Modifiers]] --[[User:Staffan Björk|Staffan Björk]] 14:24, 22 September 2011 (CEST)&lt;br /&gt;
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[[Game Registration]] (signing up to play a game) --Staffan Björk 12:54, 1 October 2011 (CEST)&lt;br /&gt;
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[[Leaning]] (giantbomb, cover systems) --[[User:Staffan Björk|Staffan Björk]] 20:30, 9 October 2011 (CEST)&lt;br /&gt;
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[[Limited Repeats]] (rules against repeating same sequence of actions - e.g. [[Chess]] and [[Go]]) --[[User:Staffan Björk|Staffan Björk]] 14:35, 14 November 2011 (CET)&lt;br /&gt;
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[[Predictable Gameplay Time]] ( measured in game state changes or player actions; carcarsonne, pandemic, most card games, board game with set number of turns, history of the world ) --[[User:Staffan Björk|Staffan Björk]] 10:02, 13 August 2012 (CEST)&lt;br /&gt;
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[[Juicy Interfaces]] ( re Jesper Juul and Chaim Gingold) --[[User:Staffan Björk|Staffan Björk]] 14:13, 20 August 2012 (CEST)&lt;br /&gt;
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[[Collectables]] (Erik Einebrandt) --[[User:Staffan Björk|Staffan Björk]] 15:32, 31 August 2012 (CEST)&lt;br /&gt;
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[[Transmedia Games]] ?&lt;br /&gt;
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[[Loss of Control]] (mech, when system takes over characters, units, etc. Panic in X-Com, failed fright checks and disadvantages in GURPs, related to Loss of Control?!?]] --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Lingering Effects]] (mechanical; from X-COM; multiturn effects, can give [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Instakills]] (dynamic; duh; X-COM Chryssalids, headshots in L4D series on ordinary infected; CS?) --[[User:Staffan Björk|Staffan Björk]] 10:10, 15 December 2012 (CET)&lt;br /&gt;
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[[Task-Related Loadouts]] (dynamic; selecting equipment to fit mission/quest) --[[User:Staffan Björk|Staffan Björk]] 10:12, 21 December 2012 (CET)&lt;br /&gt;
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[[Dominant Strategies]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:41, 7 January 2013 (CET)&lt;br /&gt;
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[[Random Encounters]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:34, 20 May 2014 (CEST)&lt;br /&gt;
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[[Dialogue Trees]] (duh, see giant bomb also) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:27, 12 June 2014 (CEST)&lt;br /&gt;
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[[Pickup Groups]] (duh, WoW and our paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:10, 14 June 2014 (CEST)&lt;br /&gt;
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[[Social Status Indicators]] (relate to [[Game-Based Social Statuses]] and [[In-Game Memorabilia]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:05, 19 June 2014 (CEST)&lt;br /&gt;
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[[Gambling]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:25, 21 June 2014 (CEST)&lt;br /&gt;
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[[Game Clients]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:49, 22 June 2014 (CEST)&lt;br /&gt;
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[[Command Line Systems]] (chatting and giving system commands) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:58, 27 June 2014 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:45, 1 July 2014 (CEST)&lt;br /&gt;
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[[Maps]] (2d-projections, game board that one moves on, links to [[Game World Exploration]], [[Installations]], [[Bases]], [[Resource Locations]], [[Location-Fixed Abilities]], [[Territories]], [[Quick Travel]], [[Secondary Interface Screens]], [[Mini-maps]] , [[Fog of War]], [[Game World Exploration]], [[Game World Navigation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:17, 3 July 2014 (CEST)&lt;br /&gt;
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[[Disabilities]] (not having abilities others do) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:32, 3 July 2014 (CEST)&lt;br /&gt;
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[[Scapegoats]] (players blamed for things, a ''lost'' pattern) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:14, 9 July 2014 (CEST)&lt;br /&gt;
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[[Unmediated Social Interaction]] (somehow lost, many patterns relating to it) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:39, 14 July 2014 (CEST)&lt;br /&gt;
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[[Bleed]] (LARP, duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:53, 17 July 2014 (CEST)&lt;br /&gt;
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[[Glitch Usage]] (not easy to design for but...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:49, 17 July 2014 (CEST)&lt;br /&gt;
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[[Secret Communication]] (hidden communication channels mostly) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:33, 28 July 2014 (CEST)&lt;br /&gt;
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[[Emotional Engrossment]] (lost somehow?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:00, 28 July 2014 (CEST)&lt;br /&gt;
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Voice Channels?&lt;br /&gt;
--[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:45, 20 January 2015 (CET)&lt;br /&gt;
[[Context Dependent Actions]] (from working with [[Context Dependent Reactions]], see also http://www.giantbomb.com/context-sensitive/3015-190/)&lt;br /&gt;
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[[Aftercare]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Slow Landing]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Cheat Sheets]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:08, 12 September 2014 (CEST)&lt;br /&gt;
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[[Highlighting]] (from jonas paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:19, 22 September 2014 (CEST)&lt;br /&gt;
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[[Energy]] (resources that fuel actions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:42, 7 October 2014 (CEST)&lt;br /&gt;
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[[Real-Time Performance]] (link to [[Player Unpredictability]], [[Uncertainty of Outcome]], [[Enactment]], [[Roleplaying]], etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:53, 3 January 2015 (CET)&lt;br /&gt;
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[[Player Reading]] (link to [[Player Unpredictability]] , [[Bluffing]], [[Negotiation]], [[Enactment]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:59, 8 January 2015 (CET)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 00:27, 16 January 2015 (CET)&lt;br /&gt;
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[[Possibility of Own Goals]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:33, 16 January 2015 (CET)&lt;br /&gt;
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[[Comeback Mechanisms]] (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to [[Balancing Effects]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Please Don't Quit]] (see http://www.giantbomb.com/please-dont-quit/3015-6507/games/) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Permabanning]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:48, 16 January 2015 (CET)&lt;br /&gt;
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[[Income]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:03, 18 January 2015 (CET)&lt;br /&gt;
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[[Gamer Mode]] (Anders' PhD thesis, aesthetic pattern, relate to various types of Engrossment, Roleplaying) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 23 January 2015 (CET)&lt;br /&gt;
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[[Automated Movement]] (a la [[Wastelands 2]], gives [[Downtime]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:04, 1 February 2015 (CET)&lt;br /&gt;
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[[Serendipitous Finds]] (relate to [[Game World Exploration]], [[Dialogues]], finding things while doing other things) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:39, 4 February 2015 (CET)&lt;br /&gt;
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[[Espionage]] (?, relate to [[Gain Information]], [[Stealth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:29, 4 February 2015 (CET)&lt;br /&gt;
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[[Impassible Terrain]] (duh, relate to [[Inaccessible Areas]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:14, 8 February 2015 (CET)&lt;br /&gt;
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[[Privileged Units]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Facilities]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Factions]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Maintenance Costs]] (link to [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:58, 9 February 2015 (CET)&lt;br /&gt;
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[[Reward Schemes]] (mappings of goals to rewards, e.g. tech trees, extra lives, even high score lists) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:44, 9 February 2015 (CET)&lt;br /&gt;
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[[Facilities]] (duh, building in civ e.g.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:07, 9 February 2015 (CET)&lt;br /&gt;
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[[Diplomacy System]] (rules for diplomatic states) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:52, 11 February 2015 (CET)&lt;br /&gt;
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[[Tutorial System]] (duh, link to [[Quests]] through e.g. [[Civilization: Beyond Earth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 11 February 2015 (CET)&lt;br /&gt;
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[[Money Transformation Flow]] (from Johanna and Steven's master thesis; money in, money out) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:10, 5 June 2015 (CEST)&lt;br /&gt;
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[[Landscaping]] (found in [[Props]] pattern...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:30, 1 July 2015 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 23:05, 4 July 2015 (CEST)&lt;br /&gt;
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[[Player Judges]] (as in [[Apples to Apples]], [[Cards against Humanity]], or [[Rappakalja]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:17, 30 July 2015 (CEST)&lt;br /&gt;
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[[Penalty Boxes]] (as per [[Ice Hockey]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:35, 31 July 2015 (CEST)&lt;br /&gt;
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[[Collectibles]] (different from [[Collections]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:01, 3 September 2015 (CEST)&lt;br /&gt;
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[[Resource-Gatherers]] (from [http://www.mechanics-and-meeples.com/2015/09/14/anatomy-of-a-game-catan/?utm_content=buffer87d4e&amp;amp;utm_medium=social&amp;amp;utm_source=facebook.com&amp;amp;utm_campaign=buffer this] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:16, 1 October 2015 (CEST)&lt;br /&gt;
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[[Game State Editing]] (link to [[Save Files]], cheating, [[Game Masters]], [[Game Command Console]], [[Extra-Game Actions]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:25, 28 October 2015 (CET)&lt;br /&gt;
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[[Multiple Social Circles]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Stepwise Elimination Scoring]] (Lords of Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Game Command Console]] (typically for entering cheat codes etc., allows for playful interaction a la [[Free Game Element Manipulation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:19, 10 November 2015 (CET)&lt;br /&gt;
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[[Playful Interaction]] (free play, link to [[Free Game Element Manipulation]] and [[Game Command Console]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:21, 10 November 2015 (CET)&lt;br /&gt;
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[[Winning by Elimination]] (basically [[Player Elimination]] applied to winning the game, link to [[Eliminate]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 15 December 2015 (CET)&lt;br /&gt;
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[[Distractor Targets]] (aim assist for &amp;quot;wrong targets&amp;quot;; thanks to #104)&lt;br /&gt;
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[[Playable Epilogue]] (thanks to #121)&lt;br /&gt;
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[[Screen Splatter]] (see Giantbomb; damage in FPS, also ink in Mario Kart) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:54, 19 July 2016 (UTC)&lt;br /&gt;
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[[Templates]] (as used in GURPS) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:01, 11 August 2016 (UTC)&lt;br /&gt;
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[[Procedurally Generated Game Areas]] (duh) --16:18, 2 September 2016 (UTC)&lt;br /&gt;
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[[Runaway Leader]] (close to [[Predictable Winner]] --08:29, 4 September 2016 (UTC)&lt;br /&gt;
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[[Predictable Gameplay Time]] (how long it takes to play the game, relate to [[Time Limited Game Instances]] and positive and [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:54, 4 September 2016 (UTC)&lt;br /&gt;
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[[Quantum Ogre]] (search google; always shows up - related to the Gamma World design solution I can't find) [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:53, 7 November 2017 (UTC)&lt;br /&gt;
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[[Ironman Mode]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Level Summaries]] (list of performance after the completion of a level) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Optional Objectives]] (requirements to a goal that aren't necessary but allows players to complete them in more difficult ways) --13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Playstyle Hinting]] (from student assignment 4 in course 2017) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:02, 15 January 2018 (UTC)&lt;br /&gt;
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[[Main Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:09, 19 January 2018 (UTC)&lt;br /&gt;
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Individual winner in team struggles, e.g. [[Study in Emerald]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Single Input Games]] (Singlebutton paper by Breyer?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Mooks]] (related to [[Generic Adversaries]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Fate Play]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-Out Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-In Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Follow the Leader]] ( coop thank brisse) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Push Your Luck]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Leader Boards]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Stepwise Elimination]] (Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Multiple Social Circles]]  --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Deck Slimming]] ([[Dominion]] etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:22, 21 March 2018 (UTC)&lt;br /&gt;
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[[Rooms]] (re [[Lobbies]], Rooms: Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Active Waiting Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Elastic Instancing of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Garbage Collection of Instance of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Voluntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Involuntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Preserve Cohorts]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Positive Fictional Identities]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Automated Initial Interaction]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Non-zero sum XP and Loot]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Non-zero sum guild rewards]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Roles]] (re [[Asymmetric Roles]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Cone of Silence]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Player/Character Awareness Consistency]] (that characters and players know the same things) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:32, 3 April 2018 (UTC)&lt;br /&gt;
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[[Immutable Rules]] (rules that don't change, [[Nomic]] is not an example!) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:54, 6 April 2018 (UTC)&lt;br /&gt;
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[[Resource Competition]] (duh) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:20, 9 April 2018 (UTC)&lt;br /&gt;
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[[Codex]] (collection of data about the game world, interface pattern, ack. Stefan Ekman) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:55, 24 August 2018 (UTC)&lt;br /&gt;
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[[After Care]] (larp, Montola The positve negative experience paper) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:04, 17 September 2018 (UTC)&lt;br /&gt;
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[[Tally Screen]] (sums up things after gameplay, see [this http://doom.wikia.com/wiki/Doom] ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:33, 21 October 2018 (UTC)&lt;br /&gt;
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[[Shared Displays]] (as in [[Pacman must die]] and papers by Eriksson, Torgersson, and Berend...) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:20, 12 November 2018 (UTC)&lt;br /&gt;
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[[Alpha Player]] (single person doing everything or dictating everything in co-op games) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:29, 12 November 2018 (UTC)&lt;br /&gt;
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[[Slow Playing]] (as in [[Terraforming Mars]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:57, 19 November 2018 (UTC)&lt;br /&gt;
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[[Input Randomness]] (Yatzhee, etc.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
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[[Output Randomness]] (BRP e.g.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
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[[Apex Predator]] (from Stealth gameplay style 2018, Also https://www.gamasutra.com/blogs/JoshBycer/20170915/305739/The_2_Philosophies_of_Stealth_Gameplay.php]&lt;br /&gt;
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[[Moments of Glory]] (aesthetics pattern from hardcore competitive gameplay style 2018) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 27 January 2019 (UTC)&lt;br /&gt;
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[[Perspective Taking]] ([[Roleplaying]], thinking ahead in [[Chess]], [[Cooperation]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:32, 31 May 2019 (UTC)&lt;br /&gt;
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[[Disposable Lives]] (units that can or need to be sacrified; ack: Samir Aoun) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:57, 21 October 2020 (UTC)&lt;br /&gt;
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[[Perks]] (duh, ack to Tim Björk and Max Sundin Pekkala) --- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:44, 3 December 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Null Tokens]] (tokens that represent 0 resources but can trick other players) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:31, 26 August 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Corpse Running]] (A [[Death Consequences|Death Consequence]] where you need to collect your corpse - or your equipment - after you died, e.g. [[Diablo series]] or [[World of Warcraft]]) ----- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:26, 06 October 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Forfeiting]] (duh; thanks to Anders) [[User:Staffan Björk|Staffan Björk]] ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:07, 29 November 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Morality Systems]] (duh; thanks for Malcolm Ryan) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:59, 18 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Solitaire]] (duh, thanks to Adam Andersson) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:12, 13 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Character/Player Cognitive Imbalance]] (when Characters know more about the game world, are smarter, etc. - or the other way around) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:40, 8 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Character Engrossment]] (engrossment lensed through a Character perspective) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:12, 8 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mandatory Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:11, 25 August 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Potentially too specific patterns (mainly from GiantBomb) ===&lt;br /&gt;
Adjustable Character Level (see http://www.giantbomb.com/adjustable-character-level/3015-3576/)&lt;br /&gt;
&lt;br /&gt;
Camera Following Projectiles&lt;br /&gt;
&lt;br /&gt;
Reticule Magnetism &lt;br /&gt;
&lt;br /&gt;
Bullet Magnetism&lt;br /&gt;
&lt;br /&gt;
Lock-on&lt;br /&gt;
&lt;br /&gt;
Dynamic split-screen&lt;br /&gt;
&lt;br /&gt;
Camera Shift&lt;br /&gt;
&lt;br /&gt;
Boffer Combat (then also Ars Armandi etc.)&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=27710</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=27710"/>
				<updated>2023-03-15T10:30:18Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For patterns that have partly or fully been inserted into the wiki, see the [[:Category:Patterns|category of patterns]]. See also [[Renamed Patterns]].&lt;br /&gt;
&lt;br /&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;
== Patterns ==&lt;br /&gt;
=== From the cd-rom ===&lt;br /&gt;
[[Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Alternative Realities]]&lt;br /&gt;
&lt;br /&gt;
[[Anticipation]]&lt;br /&gt;
&lt;br /&gt;
[[Asymmetric Abilities]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Asymmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Attention Swapping]]&lt;br /&gt;
&lt;br /&gt;
[[Closed Economies]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Engrossment]] (&amp;lt;- Cognitive Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Competition]] ( not [[Competitions]] )&lt;br /&gt;
&lt;br /&gt;
[[Conflicts]] ( &amp;lt;- Conflict )&lt;br /&gt;
&lt;br /&gt;
[[Constructive Gameplay]] ( &amp;lt;- Constructive Play )&lt;br /&gt;
&lt;br /&gt;
[[Creative Control]]&lt;br /&gt;
&lt;br /&gt;
[[Diminishing Returns]]&lt;br /&gt;
&lt;br /&gt;
[[Direct Information]]&lt;br /&gt;
&lt;br /&gt;
[[Disruption of Focused Attention]]&lt;br /&gt;
&lt;br /&gt;
[[Temporary Alliances]] &amp;lt;- (Dynamic Alliances)&lt;br /&gt;
&lt;br /&gt;
[[Empowerment]] - should be related to [[Exaggerated Perception of Influence]] and [[Player Agency]]&lt;br /&gt;
&lt;br /&gt;
[[Extra-Game Information]]&lt;br /&gt;
&lt;br /&gt;
[[Identification]]&lt;br /&gt;
&lt;br /&gt;
[[Engrossment]] ( &amp;lt;- Immersion)&lt;br /&gt;
&lt;br /&gt;
[[Imperfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Control]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Information]]&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]] &amp;lt;- Should be removed (but take info from old pattern)&lt;br /&gt;
&lt;br /&gt;
[[Limited Set of Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Negotiation]]&lt;br /&gt;
&lt;br /&gt;
[[Never Ending Stories]]&lt;br /&gt;
&lt;br /&gt;
[[Ownership]]&lt;br /&gt;
&lt;br /&gt;
[[Rock-Paper-Scissors]] (&amp;lt;- Paper-Rock-Scissors)&lt;br /&gt;
&lt;br /&gt;
[[Perceivable Margins]]&lt;br /&gt;
&lt;br /&gt;
[[Perfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Distributions]] (&amp;lt;- Player-Decided Distribution of Rewards &amp;amp; Penalties)&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Results]]&lt;br /&gt;
&lt;br /&gt;
[[Production-Consumption Flows]] ( &amp;lt;- Producer-Consumer )&lt;br /&gt;
&lt;br /&gt;
[[Producers]]&lt;br /&gt;
&lt;br /&gt;
[[Public Information]]&lt;br /&gt;
&lt;br /&gt;
[[Quick Games]]&lt;br /&gt;
&lt;br /&gt;
[[Red Queen Dilemmas]]&lt;br /&gt;
&lt;br /&gt;
[[Resource Generators]] (tangible game elements now; and break out [[Generators]]) &lt;br /&gt;
&lt;br /&gt;
[[Reversibility]] ( &amp;lt;- Reversability)&lt;br /&gt;
&lt;br /&gt;
[[Risk/Reward]] (dynamic)&lt;br /&gt;
&lt;br /&gt;
[[Role Reversal]]&lt;br /&gt;
&lt;br /&gt;
[[Secret Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Sensory-Motoric Engrossment]] ( &amp;lt;- Sensory-Motoric Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Smooth Learning Curves]]&lt;br /&gt;
&lt;br /&gt;
[[Social Interaction]]&lt;br /&gt;
&lt;br /&gt;
[[Social Organizations]]&lt;br /&gt;
&lt;br /&gt;
[[Spatial Engrossment]] ( &amp;lt;- Spatial Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Surprises]] (link to attention demanding)&lt;br /&gt;
&lt;br /&gt;
[[Symmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Symmetric Resource Distribution]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Symmetry]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[The Show Must Go On]] (link to [[Tick-Based Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this])&lt;br /&gt;
&lt;br /&gt;
[[Timing]]&lt;br /&gt;
&lt;br /&gt;
[[Trans-Game Information]] (don't forget Power Stone 2 and VMU; Spore; etc)&lt;br /&gt;
&lt;br /&gt;
[[Transfer of Control]] (relate to [[Loss of Control]] and [[Helplessness]])&lt;br /&gt;
&lt;br /&gt;
[[Uncommitted Alliances]]&lt;br /&gt;
&lt;br /&gt;
=== Left-overs from the book ===&lt;br /&gt;
[[Distributed Rewards]], &lt;br /&gt;
[[Extra-Game Rewards]], &lt;br /&gt;
[[Flexible Game Element Set-Up]], &lt;br /&gt;
[[Judges]], &lt;br /&gt;
[[Mentorship]], &lt;br /&gt;
[[Perceivable Consequences]], &lt;br /&gt;
[[Possibility for Disinformation]], &lt;br /&gt;
[[Psychological Immersion]], &lt;br /&gt;
[[Reasonable Waiting Times]],&lt;br /&gt;
[[Saving]], &lt;br /&gt;
[[Secret Tactics]]&lt;br /&gt;
&lt;br /&gt;
=== New from various sources ===&lt;br /&gt;
==== NPC design with Petri ====&lt;br /&gt;
Visual Body Damage&lt;br /&gt;
&lt;br /&gt;
Dissectible Bodies (actually Fallout and New Vegas seem to have this, see http://kotaku.com/meet-the-guy-who-spent-seven-months-killing-everyone-in-1629588651)&lt;br /&gt;
&lt;br /&gt;
==== Social NPC design with Petri ====&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;
[[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;
Favors (&amp;lt;- Favor )&lt;br /&gt;
&lt;br /&gt;
Gain Allies &lt;br /&gt;
&lt;br /&gt;
Guide and Protect &lt;br /&gt;
&lt;br /&gt;
[[Hierarchical Factions]] &amp;lt;- Hierarchical Fraction &lt;br /&gt;
&lt;br /&gt;
Linked Destinies &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;
[[Diegetic Social Maintenance]] &amp;lt;- Social Maintenance&lt;br /&gt;
&lt;br /&gt;
[[Diegetic Social Norms]] &amp;lt;- Social Norm &lt;br /&gt;
&lt;br /&gt;
[[Traitors]] &amp;lt;- 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]] (now not only as output but also as input)&lt;br /&gt;
&lt;br /&gt;
[[Thematically Consistent Dialogues]] (&amp;lt;- Diegetically Consistent Dialogue)&lt;br /&gt;
&lt;br /&gt;
[[Context Dependent Dialogues]] ( &amp;lt;- Context Dependent Dialogue )&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Integrated Conversation]] ( &amp;lt;- Gameplay Integrated Conversation)&lt;br /&gt;
&lt;br /&gt;
[[Illocutionary Interfaces]] ( &amp;lt;- Illocutionary Interface link to Puzzle Solving and System Exploration, split things from [[Chat Channels]] )&lt;br /&gt;
&lt;br /&gt;
[[Location-Specific Dialogues]] ( &amp;lt;- Location-Specific Dialogues)&lt;br /&gt;
&lt;br /&gt;
[[Character-Specific Dialogues]] ( &amp;lt;- 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 (Torbjörn Söderqvist &amp;amp; Christian Larsson) ====&lt;br /&gt;
[[Loot Rights]]&lt;br /&gt;
&lt;br /&gt;
[[Carryables]]&lt;br /&gt;
&lt;br /&gt;
[[Useables]]&lt;br /&gt;
&lt;br /&gt;
[[Noticeables]]&lt;br /&gt;
&lt;br /&gt;
[[Creatables]]&lt;br /&gt;
&lt;br /&gt;
[[Stackables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Upgradables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Disposables]]&lt;br /&gt;
&lt;br /&gt;
[[Enterables/Mountables]]&lt;br /&gt;
&lt;br /&gt;
====== Suggested ======&lt;br /&gt;
[[Stealables]]&lt;br /&gt;
&lt;br /&gt;
[[Dropables]]/Placables&lt;br /&gt;
&lt;br /&gt;
[[Social Status Symbols]]&lt;br /&gt;
&lt;br /&gt;
==== Unknown ====&lt;br /&gt;
Persistant State World&lt;br /&gt;
&lt;br /&gt;
Fixed Real-World Exchange Rate&lt;br /&gt;
&lt;br /&gt;
Death game mönstret&lt;br /&gt;
&lt;br /&gt;
Point of No Return&lt;br /&gt;
&lt;br /&gt;
==== New proposals from working with the wiki ====&lt;br /&gt;
[[Togetherness]] &amp;lt;- Mutual Experiences [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;
[[Asymmetric Roles]] ([[Vast]] already covered by asymmetrical 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;
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 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;
[[Kiting]] (drawing monsters out and attacking them) --[[User:Staffan Björk|Staffan Björk]] 11:15, 31 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mutual Enemies]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Excluding Groups]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Inherent Mistrust]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Coordination]] (from Aesthetical Gameplay Patterns paper - include WoW marker example by Bennerstedt) --[[User:Staffan Björk|Staffan Björk]] 12:28, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Sabotage]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Simultaneous Challenges]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Virtual Co-Presence]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mutual Experiences]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Limited Gameplay Time]] (that either game sessions or play sessions are designed to be limited in time or moves, link [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 10:11, 24 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Initial Personalization]] (that one can customized avatars before ones gameplay begins) --[[User:Staffan Björk|Staffan Björk]] 07:46, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Feats]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Advantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Disadvantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Customizable Development]] (choices when having character development) --[[User:Staffan Björk|Staffan Björk]] 06:48, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player Time Investments]] (basically, that players have spent time in the game to either master skills or create/shape something in the game) --[[User:Staffan Björk|Staffan Björk]] 06:53, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Avatar Personalization]] (cosmetic personalization of avatars) --[[User:Staffan Björk|Staffan Björk]] 07:06, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Development Trees]] (as in civ but also as in D&amp;amp;D and Borderlands, [[Technology Trees]] link) --[[User:Staffan Björk|Staffan Björk]] 11:45, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Emergent Gameplay]] (1+1=3) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Bragging]] --[[User:Staffan Björk|Staffan Björk]] 10:58, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Cartel Formation]] (based on non-game reasons) --[[User:Staffan Björk|Staffan Björk]] 16:03, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Unobserved Game Events]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:39, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Character Memories]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:56, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Prophecies]] (information from the game what will happen in the future of the game) --[[User:Staffan Björk|Staffan Björk]] 07:58, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Self-Facilitated Rules]] (as Self-Facilitated Games but only for rules and can be just a part of the rules) --[[User:Staffan Björk|Staffan Björk]] 22:03, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Infiltrate]] (pretending to be in a group) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[fgh effect]] (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --[[User:Staffan Björk|Staffan Björk]] 08:21, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Guilds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:11, 31 August 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Conspiring]] (secret negotiations) --[[User:Staffan Björk|Staffan Björk]] 12:13, 3 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Effect Descriptions]] (descriptions of the game effect of an action) --[[User:Staffan Björk|Staffan Björk]] 10:22, 7 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Tragedy of the Commons]] (breakout from Social Dilemmas?) --[[User:Staffan Björk|Staffan Björk]] 16:47, 7 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Enforced Goals]] (goals you need to succeed with to complete or win a game, link to [[Committed Goals]]) --[[User:Staffan Björk|Staffan Björk]] 10:35, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Indirectly Aggressive Actions]] (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Directly Aggressive Actions]] (Actions that reduced opponents absolute positions in the game) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Game Element Removal]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:54, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Game-Based Social Statuses]] (re-introduced from ''Social Status'' ) --[[User:Staffan Björk|Staffan Björk]] 10:51, 10 September 2010 (CEST)&lt;br /&gt;
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[[Upgrading]] (the event of giving new or improved abilities) --[[User:Staffan Björk|Staffan Björk]] 14:39, 10 September 2010 (CEST)&lt;br /&gt;
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[[Tokens]] (duh, link to [[Null Tokens]] and resources) --[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)&lt;br /&gt;
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[[Chain Reactions]] --[[User:Staffan Björk|Staffan Björk]] 12:48, 17 September 2010 (CEST)&lt;br /&gt;
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[[Character Sheets]] --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)&lt;br /&gt;
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[[Indirect Conflicts]] (from writing Algorithmic Agents) --[[User:Staffan Björk|Staffan Björk]] 11:04, 18 November 2010 (CET)&lt;br /&gt;
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[[Ranking Systems]]&lt;br /&gt;
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[[Public Interfaces]] (interfaces that are accessible to several people at the same time, e.g. [[Flight Control]] on the iPad) --[[User:Staffan Björk|Staffan Björk]] 19:19, 27 November 2010 (CET)&lt;br /&gt;
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[[Appointments]] (related to [[Encouraged Return Visits]]; taken from the SVNGR mechanic ''Appointment Dynamic'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Incremental Information Delivery]] (from the SVNGR mechanic ''Cascading Information Theory'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Communal Problem Solving]] (from the SVNGR mechanic ''Communal Discovery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Lottery]] (from the SVNGR mechanic ''Lottery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Shell Game]] (from the SVNGR mechanic ''Shell Game'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
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[[Sandbox Gameplay]] (duh; diff. from simulations may be in one having an avatar) --[[User:Staffan Björk|Staffan Björk]] 10:29, 9 December 2010 (CET)&lt;br /&gt;
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[[Multiple Endings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:16, 13 December 2010 (CET)&lt;br /&gt;
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[[Referees]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:43, 4 January 2011 (CET)&lt;br /&gt;
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[[Limited Communication Abilities]] (ESP Game and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 17:25, 4 January 2011 (CET)&lt;br /&gt;
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[[Hidden Rules]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Varying Rule Set]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Proxy Players]] (agents playing for somebody else) --[[User:Staffan Björk|Staffan Björk]] 11:37, 5 January 2011 (CET)&lt;br /&gt;
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[[Narrative Engrossment]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:53, 12 January 2011 (CET)&lt;br /&gt;
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[[Modifiable Game Interfaces]] (WoW &amp;amp; MUD clients) --[[User:Staffan Björk|Staffan Björk]] 22:03, 12 January 2011 (CET)&lt;br /&gt;
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[[Expansions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 January 2011 (CET)&lt;br /&gt;
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[[Faucet/Drain]] (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --[[User:Staffan Björk|Staffan Björk]] 16:50, 17 January 2011 (CET)&lt;br /&gt;
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[[Discontinuous Progression]] (since not everything is Arithmetic or Geometric) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 February 2011 (CET)&lt;br /&gt;
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[[Event Thresholds]] (from writing Arithmetic Progression,  quantitative point at which an event is triggered) --[[User:Staffan Björk|Staffan Björk]] 21:54, 17 February 2011 (CET)&lt;br /&gt;
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[[Encouraged Constant Player Activity]] (from writing resource caps) --[[User:Staffan Björk|Staffan Björk]] 19:11, 18 February 2011 (CET)&lt;br /&gt;
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[[Pubstomping]] (duh, link to [[Dominant Strategies]]) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)&lt;br /&gt;
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[[Victory Points]] (as tokens) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)&lt;br /&gt;
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[[Miniatures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 18:27, 12 March 2011 (CET)&lt;br /&gt;
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[[Turtling]] (from wikipedia and Mikael Rytterhag's Camping paper) --[[User:Staffan Björk|Staffan Björk]] 12:29, 13 March 2011 (CET)&lt;br /&gt;
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[[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET)&lt;br /&gt;
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[[Scenarios]] (different setups in wargame and RPGs, and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 16:10, 26 March 2011 (CET)&lt;br /&gt;
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[[Inhabitants]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:36, 2 April 2011 (CEST)&lt;br /&gt;
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[[Jumping]] (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --[[User:Staffan Björk|Staffan Björk]] 00:00, 3 April 2011 (CEST)&lt;br /&gt;
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[[Cheat Codes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:25, 4 April 2011 (CEST)&lt;br /&gt;
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[[Powers]] (spells, etc.) --[[User:Staffan Björk|Staffan Björk]] 21:11, 6 April 2011 (CEST)&lt;br /&gt;
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[[Buffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Debuffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Stealing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:41, 8 April 2011 (CEST)&lt;br /&gt;
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[[Farming]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:42, 8 April 2011 (CEST)&lt;br /&gt;
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[[Twinking]] (for WoW) --[[User:Staffan Björk|Staffan Björk]] 20:01, 9 April 2011 (CEST)&lt;br /&gt;
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[[Enforced Ownership]] (Soulbound concept from WoW) --[[User:Staffan Björk|Staffan Björk]] 20:05, 9 April 2011 (CEST)&lt;br /&gt;
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[[Faucet/Sink]] (opposite to [[Closed Economies]] or [[Faucet/Drain]]) --[[User:Staffan Björk|Staffan Björk]] 10:14, 10 April 2011 (CEST)&lt;br /&gt;
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[[Micromanagement]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:38, 10 April 2011 (CEST)&lt;br /&gt;
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[[System Exploration]] (Exploration of the system...) --[[User:Staffan Björk|Staffan Björk]] 17:33, 12 April 2011 (CEST)&lt;br /&gt;
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[[Agent Needs]] --[[User:Staffan Björk|Staffan Björk]] 13:28, 14 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance]] --[[User:Staffan Björk|Staffan Björk]] 21:21, 14 April 2011 (CEST)&lt;br /&gt;
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[[Production-Consumption Chains]] (flows but the types change) --[[User:Staffan Björk|Staffan Björk]] 13:18, 17 April 2011 (CEST)&lt;br /&gt;
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[[Nurturing]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Calm Flow]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Technologies]] (duh, link [[Technology Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Technology Trees]] (duh, link [[Development Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance Costs]] (resource drains) --[[User:Staffan Björk|Staffan Björk]] 19:07, 21 April 2011 (CEST)&lt;br /&gt;
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[[Character Classes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 07:52, 30 April 2011 (CEST)&lt;br /&gt;
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[[Experience Points]] (duh, &amp;quot;Points used to measure a character’s progress towards a state where abilities or characteristics related to gameplay are improved.&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 01:27, 7 May 2011 (CEST)&lt;br /&gt;
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[[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST)&lt;br /&gt;
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[[Unit Formations]] (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --[[User:Staffan Björk|Staffan Björk]] 14:38, 8 May 2011 (CEST)&lt;br /&gt;
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[[Saving]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:25, 12 May 2011 (CEST)&lt;br /&gt;
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[[Super Combos]] (loong combos, suggested by Johan Wingård) --[[User:Staffan Björk|Staffan Björk]] 20:26, 20 May 2011 (CEST)&lt;br /&gt;
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[[Button Bashing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:38, 21 May 2011 (CEST)&lt;br /&gt;
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[[Flags]] (as in Capture the Flag) --[[User:Staffan Björk|Staffan Björk]] 14:49, 22 May 2011 (CEST)&lt;br /&gt;
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[[Modal Windows]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:25, 23 May 2011 (CEST)&lt;br /&gt;
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[[HUD Buttons]] (Buttons in HUD parts of interfaces, e.g. [[Quests]] in [[FarmVille]] --[[User:Staffan Björk|Staffan Björk]] 21:28, 23 May 2011 (CEST)&lt;br /&gt;
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[[Rounds]] (duh; remember hit left, dodge right also; also Rounds collect a series of turns into a large structure which allows for the counting of Scores and Ultra-Powerful Events) --[[User:Staffan Björk|Staffan Björk]] 14:41, 4 June 2011 (CEST)&lt;br /&gt;
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[[Planning Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST) &lt;br /&gt;
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[[Execution Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)&lt;br /&gt;
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[[Money]] (duh; not only for bidding, maintainance, but also as budgeted action points) --[[User:Staffan Björk|Staffan Björk]] 09:36, 19 June 2011 (CEST)&lt;br /&gt;
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[[Limited Number of Uses]] (charges but also resources needed to activate actions) --[[User:Staffan Björk|Staffan Björk]] 15:48, 20 June 2011 (CEST)&lt;br /&gt;
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[[Exploits]] (unintentional combos in games; Deus Ex example; [http://en.wikipedia.org/wiki/Exploit_(online_gaming)] negative pattern but [[Nomic]]) --[[User:Staffan Björk|Staffan Björk]] 13:32, 10 July 2011 (CEST)&lt;br /&gt;
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[[Generators]] (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --[[User:Staffan Björk|Staffan Björk]] 18:17, 11 July 2011 (CEST)&lt;br /&gt;
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[[Extras]] (not the concept from sports but prepped people playing NPCs, &amp;quot;specially instructed player&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 11:39, 13 July 2011 (CEST)&lt;br /&gt;
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[[Repeated Domination]] (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --[[User:Staffan Björk|Staffan Björk]] 14:48, 13 July 2011 (CEST)&lt;br /&gt;
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[[Railroading]] (duh; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)&lt;br /&gt;
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[[Cover Systems]] --[[User:Staffan Björk|Staffan Björk]] 14:58, 18 July 2011 (CEST)&lt;br /&gt;
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[[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST)&lt;br /&gt;
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[[User Accounts]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)&lt;br /&gt;
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[[Player-Generated Narratives]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:07, 8 August 2011 (CEST)&lt;br /&gt;
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suits? --[[User:Staffan Björk|Staffan Björk]] 13:16, 23 August 2011 (CEST)&lt;br /&gt;
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[[Mods]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:02, 3 September 2011 (CEST)&lt;br /&gt;
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[[Pie Menus]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:23, 21 September 2011 (CEST)&lt;br /&gt;
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[[Performance Modifiers]] --[[User:Staffan Björk|Staffan Björk]] 14:24, 22 September 2011 (CEST)&lt;br /&gt;
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[[Game Registration]] (signing up to play a game) --Staffan Björk 12:54, 1 October 2011 (CEST)&lt;br /&gt;
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[[Leaning]] (giantbomb, cover systems) --[[User:Staffan Björk|Staffan Björk]] 20:30, 9 October 2011 (CEST)&lt;br /&gt;
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[[Limited Repeats]] (rules against repeating same sequence of actions - e.g. [[Chess]] and [[Go]]) --[[User:Staffan Björk|Staffan Björk]] 14:35, 14 November 2011 (CET)&lt;br /&gt;
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[[Predictable Gameplay Time]] ( measured in game state changes or player actions; carcarsonne, pandemic, most card games, board game with set number of turns, history of the world ) --[[User:Staffan Björk|Staffan Björk]] 10:02, 13 August 2012 (CEST)&lt;br /&gt;
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[[Juicy Interfaces]] ( re Jesper Juul and Chaim Gingold) --[[User:Staffan Björk|Staffan Björk]] 14:13, 20 August 2012 (CEST)&lt;br /&gt;
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[[Collectables]] (Erik Einebrandt) --[[User:Staffan Björk|Staffan Björk]] 15:32, 31 August 2012 (CEST)&lt;br /&gt;
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[[Transmedia Games]] ?&lt;br /&gt;
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[[Loss of Control]] (mech, when system takes over characters, units, etc. Panic in X-Com, failed fright checks and disadvantages in GURPs, related to Loss of Control?!?]] --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Lingering Effects]] (mechanical; from X-COM; multiturn effects, can give [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Instakills]] (dynamic; duh; X-COM Chryssalids, headshots in L4D series on ordinary infected; CS?) --[[User:Staffan Björk|Staffan Björk]] 10:10, 15 December 2012 (CET)&lt;br /&gt;
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[[Task-Related Loadouts]] (dynamic; selecting equipment to fit mission/quest) --[[User:Staffan Björk|Staffan Björk]] 10:12, 21 December 2012 (CET)&lt;br /&gt;
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[[Dominant Strategies]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:41, 7 January 2013 (CET)&lt;br /&gt;
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[[Random Encounters]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:34, 20 May 2014 (CEST)&lt;br /&gt;
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[[Dialogue Trees]] (duh, see giant bomb also) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:27, 12 June 2014 (CEST)&lt;br /&gt;
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[[Pickup Groups]] (duh, WoW and our paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:10, 14 June 2014 (CEST)&lt;br /&gt;
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[[Social Status Indicators]] (relate to [[Game-Based Social Statuses]] and [[In-Game Memorabilia]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:05, 19 June 2014 (CEST)&lt;br /&gt;
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[[Gambling]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:25, 21 June 2014 (CEST)&lt;br /&gt;
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[[Game Clients]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:49, 22 June 2014 (CEST)&lt;br /&gt;
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[[Command Line Systems]] (chatting and giving system commands) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:58, 27 June 2014 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:45, 1 July 2014 (CEST)&lt;br /&gt;
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[[Maps]] (2d-projections, game board that one moves on, links to [[Game World Exploration]], [[Installations]], [[Bases]], [[Resource Locations]], [[Location-Fixed Abilities]], [[Territories]], [[Quick Travel]], [[Secondary Interface Screens]], [[Mini-maps]] , [[Fog of War]], [[Game World Exploration]], [[Game World Navigation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:17, 3 July 2014 (CEST)&lt;br /&gt;
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[[Disabilities]] (not having abilities others do) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:32, 3 July 2014 (CEST)&lt;br /&gt;
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[[Scapegoats]] (players blamed for things, a ''lost'' pattern) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:14, 9 July 2014 (CEST)&lt;br /&gt;
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[[Unmediated Social Interaction]] (somehow lost, many patterns relating to it) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:39, 14 July 2014 (CEST)&lt;br /&gt;
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[[Bleed]] (LARP, duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:53, 17 July 2014 (CEST)&lt;br /&gt;
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[[Glitch Usage]] (not easy to design for but...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:49, 17 July 2014 (CEST)&lt;br /&gt;
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[[Secret Communication]] (hidden communication channels mostly) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:33, 28 July 2014 (CEST)&lt;br /&gt;
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[[Emotional Engrossment]] (lost somehow?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:00, 28 July 2014 (CEST)&lt;br /&gt;
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Voice Channels?&lt;br /&gt;
--[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:45, 20 January 2015 (CET)&lt;br /&gt;
[[Context Dependent Actions]] (from working with [[Context Dependent Reactions]], see also http://www.giantbomb.com/context-sensitive/3015-190/)&lt;br /&gt;
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[[Aftercare]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Slow Landing]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Cheat Sheets]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:08, 12 September 2014 (CEST)&lt;br /&gt;
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[[Highlighting]] (from jonas paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:19, 22 September 2014 (CEST)&lt;br /&gt;
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[[Energy]] (resources that fuel actions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:42, 7 October 2014 (CEST)&lt;br /&gt;
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[[Real-Time Performance]] (link to [[Player Unpredictability]], [[Uncertainty of Outcome]], [[Enactment]], [[Roleplaying]], etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:53, 3 January 2015 (CET)&lt;br /&gt;
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[[Player Reading]] (link to [[Player Unpredictability]] , [[Bluffing]], [[Negotiation]], [[Enactment]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:59, 8 January 2015 (CET)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 00:27, 16 January 2015 (CET)&lt;br /&gt;
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[[Possibility of Own Goals]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:33, 16 January 2015 (CET)&lt;br /&gt;
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[[Comeback Mechanisms]] (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to [[Balancing Effects]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Please Don't Quit]] (see http://www.giantbomb.com/please-dont-quit/3015-6507/games/) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Permabanning]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:48, 16 January 2015 (CET)&lt;br /&gt;
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[[Income]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:03, 18 January 2015 (CET)&lt;br /&gt;
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[[Gamer Mode]] (Anders' PhD thesis, aesthetic pattern, relate to various types of Engrossment, Roleplaying) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 23 January 2015 (CET)&lt;br /&gt;
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[[Automated Movement]] (a la [[Wastelands 2]], gives [[Downtime]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:04, 1 February 2015 (CET)&lt;br /&gt;
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[[Serendipitous Finds]] (relate to [[Game World Exploration]], [[Dialogues]], finding things while doing other things) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:39, 4 February 2015 (CET)&lt;br /&gt;
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[[Espionage]] (?, relate to [[Gain Information]], [[Stealth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:29, 4 February 2015 (CET)&lt;br /&gt;
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[[Impassible Terrain]] (duh, relate to [[Inaccessible Areas]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:14, 8 February 2015 (CET)&lt;br /&gt;
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[[Privileged Units]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Facilities]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Factions]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Maintenance Costs]] (link to [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:58, 9 February 2015 (CET)&lt;br /&gt;
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[[Reward Schemes]] (mappings of goals to rewards, e.g. tech trees, extra lives, even high score lists) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:44, 9 February 2015 (CET)&lt;br /&gt;
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[[Facilities]] (duh, building in civ e.g.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:07, 9 February 2015 (CET)&lt;br /&gt;
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[[Diplomacy System]] (rules for diplomatic states) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:52, 11 February 2015 (CET)&lt;br /&gt;
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[[Tutorial System]] (duh, link to [[Quests]] through e.g. [[Civilization: Beyond Earth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 11 February 2015 (CET)&lt;br /&gt;
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[[Money Transformation Flow]] (from Johanna and Steven's master thesis; money in, money out) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:10, 5 June 2015 (CEST)&lt;br /&gt;
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[[Landscaping]] (found in [[Props]] pattern...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:30, 1 July 2015 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 23:05, 4 July 2015 (CEST)&lt;br /&gt;
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[[Player Judges]] (as in [[Apples to Apples]], [[Cards against Humanity]], or [[Rappakalja]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:17, 30 July 2015 (CEST)&lt;br /&gt;
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[[Penalty Boxes]] (as per [[Ice Hockey]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:35, 31 July 2015 (CEST)&lt;br /&gt;
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[[Collectibles]] (different from [[Collections]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:01, 3 September 2015 (CEST)&lt;br /&gt;
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[[Resource-Gatherers]] (from [http://www.mechanics-and-meeples.com/2015/09/14/anatomy-of-a-game-catan/?utm_content=buffer87d4e&amp;amp;utm_medium=social&amp;amp;utm_source=facebook.com&amp;amp;utm_campaign=buffer this] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:16, 1 October 2015 (CEST)&lt;br /&gt;
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[[Game State Editing]] (link to [[Save Files]], cheating, [[Game Masters]], [[Game Command Console]], [[Extra-Game Actions]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:25, 28 October 2015 (CET)&lt;br /&gt;
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[[Multiple Social Circles]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Stepwise Elimination Scoring]] (Lords of Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Game Command Console]] (typically for entering cheat codes etc., allows for playful interaction a la [[Free Game Element Manipulation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:19, 10 November 2015 (CET)&lt;br /&gt;
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[[Playful Interaction]] (free play, link to [[Free Game Element Manipulation]] and [[Game Command Console]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:21, 10 November 2015 (CET)&lt;br /&gt;
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[[Winning by Elimination]] (basically [[Player Elimination]] applied to winning the game, link to [[Eliminate]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 15 December 2015 (CET)&lt;br /&gt;
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[[Distractor Targets]] (aim assist for &amp;quot;wrong targets&amp;quot;; thanks to #104)&lt;br /&gt;
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[[Playable Epilogue]] (thanks to #121)&lt;br /&gt;
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[[Screen Splatter]] (see Giantbomb; damage in FPS, also ink in Mario Kart) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:54, 19 July 2016 (UTC)&lt;br /&gt;
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[[Templates]] (as used in GURPS) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:01, 11 August 2016 (UTC)&lt;br /&gt;
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[[Procedurally Generated Game Areas]] (duh) --16:18, 2 September 2016 (UTC)&lt;br /&gt;
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[[Runaway Leader]] (close to [[Predictable Winner]] --08:29, 4 September 2016 (UTC)&lt;br /&gt;
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[[Predictable Gameplay Time]] (how long it takes to play the game, relate to [[Time Limited Game Instances]] and positive and [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:54, 4 September 2016 (UTC)&lt;br /&gt;
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[[Quantum Ogre]] (search google; always shows up - related to the Gamma World design solution I can't find) [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:53, 7 November 2017 (UTC)&lt;br /&gt;
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[[Ironman Mode]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Level Summaries]] (list of performance after the completion of a level) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Optional Objectives]] (requirements to a goal that aren't necessary but allows players to complete them in more difficult ways) --13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Playstyle Hinting]] (from student assignment 4 in course 2017) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:02, 15 January 2018 (UTC)&lt;br /&gt;
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[[Main Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:09, 19 January 2018 (UTC)&lt;br /&gt;
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Individual winner in team struggles, e.g. [[Study in Emerald]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Single Input Games]] (Singlebutton paper by Breyer?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Mooks]] (related to [[Generic Adversaries]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Fate Play]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-Out Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-In Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Follow the Leader]] ( coop thank brisse) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Push Your Luck]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Leader Boards]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Stepwise Elimination]] (Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Multiple Social Circles]]  --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Deck Slimming]] ([[Dominion]] etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:22, 21 March 2018 (UTC)&lt;br /&gt;
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[[Rooms]] (re [[Lobbies]], Rooms: Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Active Waiting Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Elastic Instancing of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Garbage Collection of Instance of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Voluntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Involuntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Preserve Cohorts]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Positive Fictional Identities]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Automated Initial Interaction]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Non-zero sum XP and Loot]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Non-zero sum guild rewards]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Roles]] (re [[Asymmetric Roles]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Cone of Silence]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Player/Character Awareness Consistency]] (that characters and players know the same things) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:32, 3 April 2018 (UTC)&lt;br /&gt;
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[[Immutable Rules]] (rules that don't change, [[Nomic]] is not an example!) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:54, 6 April 2018 (UTC)&lt;br /&gt;
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[[Resource Competition]] (duh) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:20, 9 April 2018 (UTC)&lt;br /&gt;
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[[Codex]] (collection of data about the game world, interface pattern, ack. Stefan Ekman) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:55, 24 August 2018 (UTC)&lt;br /&gt;
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[[After Care]] (larp, Montola The positve negative experience paper) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:04, 17 September 2018 (UTC)&lt;br /&gt;
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[[Tally Screen]] (sums up things after gameplay, see [this http://doom.wikia.com/wiki/Doom] ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:33, 21 October 2018 (UTC)&lt;br /&gt;
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[[Shared Displays]] (as in [[Pacman must die]] and papers by Eriksson, Torgersson, and Berend...) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:20, 12 November 2018 (UTC)&lt;br /&gt;
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[[Alpha Player]] (single person doing everything or dictating everything in co-op games) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:29, 12 November 2018 (UTC)&lt;br /&gt;
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[[Slow Playing]] (as in [[Terraforming Mars]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:57, 19 November 2018 (UTC)&lt;br /&gt;
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[[Input Randomness]] (Yatzhee, etc.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
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[[Output Randomness]] (BRP e.g.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
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[[Apex Predator]] (from Stealth gameplay style 2018, Also https://www.gamasutra.com/blogs/JoshBycer/20170915/305739/The_2_Philosophies_of_Stealth_Gameplay.php]&lt;br /&gt;
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[[Moments of Glory]] (aesthetics pattern from hardcore competitive gameplay style 2018) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 27 January 2019 (UTC)&lt;br /&gt;
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[[Perspective Taking]] ([[Roleplaying]], thinking ahead in [[Chess]], [[Cooperation]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:32, 31 May 2019 (UTC)&lt;br /&gt;
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[[Disposable Lives]] (units that can or need to be sacrified; ack: Samir Aoun) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:57, 21 October 2020 (UTC)&lt;br /&gt;
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[[Perks]] (duh, ack to Tim Björk and Max Sundin Pekkala) --- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:44, 3 December 2020 (UTC)&lt;br /&gt;
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[[Null Tokens]] (tokens that represent 0 resources but can trick other players) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:31, 26 August 2021 (UTC)&lt;br /&gt;
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[[Corpse Running]] (A [[Death Consequences|Death Consequence]] where you need to collect your corpse - or your equipment - after you died, e.g. [[Diablo series]] or [[World of Warcraft]]) ----- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:26, 06 October 2021 (UTC)&lt;br /&gt;
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[[Forfeiting]] (duh; thanks to Anders) [[User:Staffan Björk|Staffan Björk]] ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:07, 29 November 2021 (UTC)&lt;br /&gt;
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[[Morality Systems]] (duh; thanks for Malcolm Ryan) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:59, 18 December 2021 (UTC)&lt;br /&gt;
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[[Multiplayer Solitaire]] (duh, thanks to Adam Andersson) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:12, 13 January 2022 (UTC)&lt;br /&gt;
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[[Character/Player Cognitive Imbalance]] (when Characters know more about the game world, are smarter, etc. - or the other way around) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:40, 8 April 2022 (UTC)&lt;br /&gt;
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[[Character Engrossment]] (engrossment lensed through a Character perspective) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:12, 8 April 2022 (UTC)&lt;br /&gt;
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[[Mandatory Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:11, 25 August 2022 (UTC)&lt;br /&gt;
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=== Potentially too specific patterns (mainly from GiantBomb) ===&lt;br /&gt;
Adjustable Character Level (see http://www.giantbomb.com/adjustable-character-level/3015-3576/)&lt;br /&gt;
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Camera Following Projectiles&lt;br /&gt;
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Reticule Magnetism &lt;br /&gt;
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Bullet Magnetism&lt;br /&gt;
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Lock-on&lt;br /&gt;
&lt;br /&gt;
Dynamic split-screen&lt;br /&gt;
&lt;br /&gt;
Camera Shift&lt;br /&gt;
&lt;br /&gt;
Boffer Combat (then also Ars Armandi etc.)&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Pattern_Suggestion_List&amp;diff=27709</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=27709"/>
				<updated>2023-03-15T10:29:57Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Patterns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For patterns that have partly or fully been inserted into the wiki, see the [[:Category:Patterns|category of patterns]]. See also [[Renamed Patterns]].&lt;br /&gt;
&lt;br /&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;
== Patterns ==&lt;br /&gt;
=== From the cd-rom ===&lt;br /&gt;
[[Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Alternative Realities]]&lt;br /&gt;
&lt;br /&gt;
[[Anticipation]]&lt;br /&gt;
&lt;br /&gt;
[[Asymmetric Abilities]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Asymmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Attention Swapping]]&lt;br /&gt;
&lt;br /&gt;
[[Closed Economies]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Engrossment]] (&amp;lt;- Cognitive Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Competition]] ( not [[Competitions]] )&lt;br /&gt;
&lt;br /&gt;
[[Conflicts]] ( &amp;lt;- Conflict )&lt;br /&gt;
&lt;br /&gt;
[[Constructive Gameplay]] ( &amp;lt;- Constructive Play )&lt;br /&gt;
&lt;br /&gt;
[[Creative Control]]&lt;br /&gt;
&lt;br /&gt;
[[Diminishing Returns]]&lt;br /&gt;
&lt;br /&gt;
[[Direct Information]]&lt;br /&gt;
&lt;br /&gt;
[[Disruption of Focused Attention]]&lt;br /&gt;
&lt;br /&gt;
[[Temporary Alliances]] &amp;lt;- (Dynamic Alliances)&lt;br /&gt;
&lt;br /&gt;
[[Empowerment]] - should be related to [[Exaggerated Perception of Influence]] and [[Player Agency]]&lt;br /&gt;
&lt;br /&gt;
[[Extra-Game Information]]&lt;br /&gt;
&lt;br /&gt;
[[Identification]]&lt;br /&gt;
&lt;br /&gt;
[[Engrossment]] ( &amp;lt;- Immersion)&lt;br /&gt;
&lt;br /&gt;
[[Imperfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Control]]&lt;br /&gt;
&lt;br /&gt;
[[Indirect Information]]&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]] &amp;lt;- Should be removed (but take info from old pattern)&lt;br /&gt;
&lt;br /&gt;
[[Limited Set of Actions]]&lt;br /&gt;
&lt;br /&gt;
[[Negotiation]]&lt;br /&gt;
&lt;br /&gt;
[[Never Ending Stories]]&lt;br /&gt;
&lt;br /&gt;
[[Ownership]]&lt;br /&gt;
&lt;br /&gt;
[[Rock-Paper-Scissors]] (&amp;lt;- Paper-Rock-Scissors)&lt;br /&gt;
&lt;br /&gt;
[[Perceivable Margins]]&lt;br /&gt;
&lt;br /&gt;
[[Perfect Information]]&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Distributions]] (&amp;lt;- Player-Decided Distribution of Rewards &amp;amp; Penalties)&lt;br /&gt;
&lt;br /&gt;
[[Player-Decided Results]]&lt;br /&gt;
&lt;br /&gt;
[[Production-Consumption Flows]] ( &amp;lt;- Producer-Consumer )&lt;br /&gt;
&lt;br /&gt;
[[Producers]]&lt;br /&gt;
&lt;br /&gt;
[[Public Information]]&lt;br /&gt;
&lt;br /&gt;
[[Quick Games]]&lt;br /&gt;
&lt;br /&gt;
[[Red Queen Dilemmas]]&lt;br /&gt;
&lt;br /&gt;
[[Resource Generators]] (tangible game elements now; and break out [[Generators]]) &lt;br /&gt;
&lt;br /&gt;
[[Resource Management]]&lt;br /&gt;
&lt;br /&gt;
[[Reversibility]] ( &amp;lt;- Reversability)&lt;br /&gt;
&lt;br /&gt;
[[Risk/Reward]] (dynamic)&lt;br /&gt;
&lt;br /&gt;
[[Role Reversal]]&lt;br /&gt;
&lt;br /&gt;
[[Secret Alliances]]&lt;br /&gt;
&lt;br /&gt;
[[Sensory-Motoric Engrossment]] ( &amp;lt;- Sensory-Motoric Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Smooth Learning Curves]]&lt;br /&gt;
&lt;br /&gt;
[[Social Interaction]]&lt;br /&gt;
&lt;br /&gt;
[[Social Organizations]]&lt;br /&gt;
&lt;br /&gt;
[[Spatial Engrossment]] ( &amp;lt;- Spatial Immersion )&lt;br /&gt;
&lt;br /&gt;
[[Surprises]] (link to attention demanding)&lt;br /&gt;
&lt;br /&gt;
[[Symmetric Information]] (link to [[Tension]]) (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Symmetric Resource Distribution]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[Symmetry]] (add to category Symmetry Patterns)&lt;br /&gt;
&lt;br /&gt;
[[The Show Must Go On]] (link to [[Tick-Based Games]], and [http://www.giantbomb.com/menus-dont-pause-gameplay/3015-7485/games/ this] and [http://www.giantbomb.com/no-game-pause/3015-1578/ this])&lt;br /&gt;
&lt;br /&gt;
[[Timing]]&lt;br /&gt;
&lt;br /&gt;
[[Trading]] (link to [[Resource Sources]])&lt;br /&gt;
&lt;br /&gt;
[[Trans-Game Information]] (don't forget Power Stone 2 and VMU; Spore; etc)&lt;br /&gt;
&lt;br /&gt;
[[Transfer of Control]] (relate to [[Loss of Control]] and [[Helplessness]])&lt;br /&gt;
&lt;br /&gt;
[[Uncommitted Alliances]]&lt;br /&gt;
&lt;br /&gt;
=== Left-overs from the book ===&lt;br /&gt;
[[Distributed Rewards]], &lt;br /&gt;
[[Extra-Game Rewards]], &lt;br /&gt;
[[Flexible Game Element Set-Up]], &lt;br /&gt;
[[Judges]], &lt;br /&gt;
[[Mentorship]], &lt;br /&gt;
[[Perceivable Consequences]], &lt;br /&gt;
[[Possibility for Disinformation]], &lt;br /&gt;
[[Psychological Immersion]], &lt;br /&gt;
[[Reasonable Waiting Times]],&lt;br /&gt;
[[Saving]], &lt;br /&gt;
[[Secret Tactics]]&lt;br /&gt;
&lt;br /&gt;
=== New from various sources ===&lt;br /&gt;
==== NPC design with Petri ====&lt;br /&gt;
Visual Body Damage&lt;br /&gt;
&lt;br /&gt;
Dissectible Bodies (actually Fallout and New Vegas seem to have this, see http://kotaku.com/meet-the-guy-who-spent-seven-months-killing-everyone-in-1629588651)&lt;br /&gt;
&lt;br /&gt;
==== Social NPC design with Petri ====&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;
[[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;
Favors (&amp;lt;- Favor )&lt;br /&gt;
&lt;br /&gt;
Gain Allies &lt;br /&gt;
&lt;br /&gt;
Guide and Protect &lt;br /&gt;
&lt;br /&gt;
[[Hierarchical Factions]] &amp;lt;- Hierarchical Fraction &lt;br /&gt;
&lt;br /&gt;
Linked Destinies &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;
[[Diegetic Social Maintenance]] &amp;lt;- Social Maintenance&lt;br /&gt;
&lt;br /&gt;
[[Diegetic Social Norms]] &amp;lt;- Social Norm &lt;br /&gt;
&lt;br /&gt;
[[Traitors]] &amp;lt;- 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]] (now not only as output but also as input)&lt;br /&gt;
&lt;br /&gt;
[[Thematically Consistent Dialogues]] (&amp;lt;- Diegetically Consistent Dialogue)&lt;br /&gt;
&lt;br /&gt;
[[Context Dependent Dialogues]] ( &amp;lt;- Context Dependent Dialogue )&lt;br /&gt;
&lt;br /&gt;
[[Gameplay Integrated Conversation]] ( &amp;lt;- Gameplay Integrated Conversation)&lt;br /&gt;
&lt;br /&gt;
[[Illocutionary Interfaces]] ( &amp;lt;- Illocutionary Interface link to Puzzle Solving and System Exploration, split things from [[Chat Channels]] )&lt;br /&gt;
&lt;br /&gt;
[[Location-Specific Dialogues]] ( &amp;lt;- Location-Specific Dialogues)&lt;br /&gt;
&lt;br /&gt;
[[Character-Specific Dialogues]] ( &amp;lt;- 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 (Torbjörn Söderqvist &amp;amp; Christian Larsson) ====&lt;br /&gt;
[[Loot Rights]]&lt;br /&gt;
&lt;br /&gt;
[[Carryables]]&lt;br /&gt;
&lt;br /&gt;
[[Useables]]&lt;br /&gt;
&lt;br /&gt;
[[Noticeables]]&lt;br /&gt;
&lt;br /&gt;
[[Creatables]]&lt;br /&gt;
&lt;br /&gt;
[[Stackables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Upgradables]] (also can apply to [[Units]])&lt;br /&gt;
&lt;br /&gt;
[[Disposables]]&lt;br /&gt;
&lt;br /&gt;
[[Enterables/Mountables]]&lt;br /&gt;
&lt;br /&gt;
====== Suggested ======&lt;br /&gt;
[[Stealables]]&lt;br /&gt;
&lt;br /&gt;
[[Dropables]]/Placables&lt;br /&gt;
&lt;br /&gt;
[[Social Status Symbols]]&lt;br /&gt;
&lt;br /&gt;
==== Unknown ====&lt;br /&gt;
Persistant State World&lt;br /&gt;
&lt;br /&gt;
Fixed Real-World Exchange Rate&lt;br /&gt;
&lt;br /&gt;
Death game mönstret&lt;br /&gt;
&lt;br /&gt;
Point of No Return&lt;br /&gt;
&lt;br /&gt;
==== New proposals from working with the wiki ====&lt;br /&gt;
[[Togetherness]] &amp;lt;- Mutual Experiences [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;
[[Asymmetric Roles]] ([[Vast]] already covered by asymmetrical 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;
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 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;
[[Kiting]] (drawing monsters out and attacking them) --[[User:Staffan Björk|Staffan Björk]] 11:15, 31 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mutual Enemies]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Excluding Groups]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Inherent Mistrust]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Coordination]] (from Aesthetical Gameplay Patterns paper - include WoW marker example by Bennerstedt) --[[User:Staffan Björk|Staffan Björk]] 12:28, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Sabotage]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Simultaneous Challenges]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Virtual Co-Presence]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mutual Experiences]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Limited Gameplay Time]] (that either game sessions or play sessions are designed to be limited in time or moves, link [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 10:11, 24 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Initial Personalization]] (that one can customized avatars before ones gameplay begins) --[[User:Staffan Björk|Staffan Björk]] 07:46, 30 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Attributes]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Feats]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Advantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Disadvantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Customizable Development]] (choices when having character development) --[[User:Staffan Björk|Staffan Björk]] 06:48, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player Time Investments]] (basically, that players have spent time in the game to either master skills or create/shape something in the game) --[[User:Staffan Björk|Staffan Björk]] 06:53, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Avatar Personalization]] (cosmetic personalization of avatars) --[[User:Staffan Björk|Staffan Björk]] 07:06, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Development Trees]] (as in civ but also as in D&amp;amp;D and Borderlands, [[Technology Trees]] link) --[[User:Staffan Björk|Staffan Björk]] 11:45, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Emergent Gameplay]] (1+1=3) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Bragging]] --[[User:Staffan Björk|Staffan Björk]] 10:58, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Cartel Formation]] (based on non-game reasons) --[[User:Staffan Björk|Staffan Björk]] 16:03, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Unobserved Game Events]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:39, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Character Memories]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:56, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Game Prophecies]] (information from the game what will happen in the future of the game) --[[User:Staffan Björk|Staffan Björk]] 07:58, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Self-Facilitated Rules]] (as Self-Facilitated Games but only for rules and can be just a part of the rules) --[[User:Staffan Björk|Staffan Björk]] 22:03, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Infiltrate]] (pretending to be in a group) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[fgh effect]] (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --[[User:Staffan Björk|Staffan Björk]] 08:21, 25 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Guilds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:11, 31 August 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Conspiring]] (secret negotiations) --[[User:Staffan Björk|Staffan Björk]] 12:13, 3 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Effect Descriptions]] (descriptions of the game effect of an action) --[[User:Staffan Björk|Staffan Björk]] 10:22, 7 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Tragedy of the Commons]] (breakout from Social Dilemmas?) --[[User:Staffan Björk|Staffan Björk]] 16:47, 7 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Enforced Goals]] (goals you need to succeed with to complete or win a game, link to [[Committed Goals]]) --[[User:Staffan Björk|Staffan Björk]] 10:35, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Indirectly Aggressive Actions]] (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Directly Aggressive Actions]] (Actions that reduced opponents absolute positions in the game) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Game Element Removal]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:54, 9 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Game-Based Social Statuses]] (re-introduced from ''Social Status'' ) --[[User:Staffan Björk|Staffan Björk]] 10:51, 10 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Upgrading]] (the event of giving new or improved abilities) --[[User:Staffan Björk|Staffan Björk]] 14:39, 10 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Tokens]] (duh, link to [[Null Tokens]] and resources) --[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Chain Reactions]] --[[User:Staffan Björk|Staffan Björk]] 12:48, 17 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Character Sheets]] --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Indirect Conflicts]] (from writing Algorithmic Agents) --[[User:Staffan Björk|Staffan Björk]] 11:04, 18 November 2010 (CET)&lt;br /&gt;
&lt;br /&gt;
[[Ranking Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Public Interfaces]] (interfaces that are accessible to several people at the same time, e.g. [[Flight Control]] on the iPad) --[[User:Staffan Björk|Staffan Björk]] 19:19, 27 November 2010 (CET)&lt;br /&gt;
&lt;br /&gt;
[[Appointments]] (related to [[Encouraged Return Visits]]; taken from the SVNGR mechanic ''Appointment Dynamic'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
&lt;br /&gt;
[[Incremental Information Delivery]] (from the SVNGR mechanic ''Cascading Information Theory'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
&lt;br /&gt;
[[Communal Problem Solving]] (from the SVNGR mechanic ''Communal Discovery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
&lt;br /&gt;
[[Lottery]] (from the SVNGR mechanic ''Lottery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
&lt;br /&gt;
[[Shell Game]] (from the SVNGR mechanic ''Shell Game'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)&lt;br /&gt;
&lt;br /&gt;
[[Sandbox Gameplay]] (duh; diff. from simulations may be in one having an avatar) --[[User:Staffan Björk|Staffan Björk]] 10:29, 9 December 2010 (CET)&lt;br /&gt;
&lt;br /&gt;
[[Multiple Endings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:16, 13 December 2010 (CET)&lt;br /&gt;
&lt;br /&gt;
[[Referees]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:43, 4 January 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
[[Limited Communication Abilities]] (ESP Game and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 17:25, 4 January 2011 (CET)&lt;br /&gt;
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[[Hidden Rules]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Varying Rule Set]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)&lt;br /&gt;
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[[Proxy Players]] (agents playing for somebody else) --[[User:Staffan Björk|Staffan Björk]] 11:37, 5 January 2011 (CET)&lt;br /&gt;
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[[Narrative Engrossment]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:53, 12 January 2011 (CET)&lt;br /&gt;
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[[Modifiable Game Interfaces]] (WoW &amp;amp; MUD clients) --[[User:Staffan Björk|Staffan Björk]] 22:03, 12 January 2011 (CET)&lt;br /&gt;
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[[Expansions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 January 2011 (CET)&lt;br /&gt;
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[[Faucet/Drain]] (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --[[User:Staffan Björk|Staffan Björk]] 16:50, 17 January 2011 (CET)&lt;br /&gt;
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[[Discontinuous Progression]] (since not everything is Arithmetic or Geometric) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 February 2011 (CET)&lt;br /&gt;
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[[Event Thresholds]] (from writing Arithmetic Progression,  quantitative point at which an event is triggered) --[[User:Staffan Björk|Staffan Björk]] 21:54, 17 February 2011 (CET)&lt;br /&gt;
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[[Encouraged Constant Player Activity]] (from writing resource caps) --[[User:Staffan Björk|Staffan Björk]] 19:11, 18 February 2011 (CET)&lt;br /&gt;
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[[Pubstomping]] (duh, link to [[Dominant Strategies]]) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)&lt;br /&gt;
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[[Victory Points]] (as tokens) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)&lt;br /&gt;
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[[Miniatures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 18:27, 12 March 2011 (CET)&lt;br /&gt;
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[[Turtling]] (from wikipedia and Mikael Rytterhag's Camping paper) --[[User:Staffan Björk|Staffan Björk]] 12:29, 13 March 2011 (CET)&lt;br /&gt;
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[[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET)&lt;br /&gt;
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[[Scenarios]] (different setups in wargame and RPGs, and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 16:10, 26 March 2011 (CET)&lt;br /&gt;
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[[Inhabitants]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:36, 2 April 2011 (CEST)&lt;br /&gt;
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[[Jumping]] (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --[[User:Staffan Björk|Staffan Björk]] 00:00, 3 April 2011 (CEST)&lt;br /&gt;
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[[Cheat Codes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:25, 4 April 2011 (CEST)&lt;br /&gt;
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[[Powers]] (spells, etc.) --[[User:Staffan Björk|Staffan Björk]] 21:11, 6 April 2011 (CEST)&lt;br /&gt;
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[[Buffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Debuffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)&lt;br /&gt;
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[[Stealing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:41, 8 April 2011 (CEST)&lt;br /&gt;
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[[Farming]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:42, 8 April 2011 (CEST)&lt;br /&gt;
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[[Twinking]] (for WoW) --[[User:Staffan Björk|Staffan Björk]] 20:01, 9 April 2011 (CEST)&lt;br /&gt;
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[[Enforced Ownership]] (Soulbound concept from WoW) --[[User:Staffan Björk|Staffan Björk]] 20:05, 9 April 2011 (CEST)&lt;br /&gt;
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[[Faucet/Sink]] (opposite to [[Closed Economies]] or [[Faucet/Drain]]) --[[User:Staffan Björk|Staffan Björk]] 10:14, 10 April 2011 (CEST)&lt;br /&gt;
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[[Micromanagement]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:38, 10 April 2011 (CEST)&lt;br /&gt;
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[[System Exploration]] (Exploration of the system...) --[[User:Staffan Björk|Staffan Björk]] 17:33, 12 April 2011 (CEST)&lt;br /&gt;
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[[Agent Needs]] --[[User:Staffan Björk|Staffan Björk]] 13:28, 14 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance]] --[[User:Staffan Björk|Staffan Björk]] 21:21, 14 April 2011 (CEST)&lt;br /&gt;
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[[Production-Consumption Chains]] (flows but the types change) --[[User:Staffan Björk|Staffan Björk]] 13:18, 17 April 2011 (CEST)&lt;br /&gt;
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[[Nurturing]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Calm Flow]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)&lt;br /&gt;
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[[Technologies]] (duh, link [[Technology Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Technology Trees]] (duh, link [[Development Trees]]) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)&lt;br /&gt;
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[[Maintenance Costs]] (resource drains) --[[User:Staffan Björk|Staffan Björk]] 19:07, 21 April 2011 (CEST)&lt;br /&gt;
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[[Character Classes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 07:52, 30 April 2011 (CEST)&lt;br /&gt;
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[[Experience Points]] (duh, &amp;quot;Points used to measure a character’s progress towards a state where abilities or characteristics related to gameplay are improved.&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 01:27, 7 May 2011 (CEST)&lt;br /&gt;
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[[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST)&lt;br /&gt;
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[[Unit Formations]] (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --[[User:Staffan Björk|Staffan Björk]] 14:38, 8 May 2011 (CEST)&lt;br /&gt;
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[[Saving]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:25, 12 May 2011 (CEST)&lt;br /&gt;
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[[Super Combos]] (loong combos, suggested by Johan Wingård) --[[User:Staffan Björk|Staffan Björk]] 20:26, 20 May 2011 (CEST)&lt;br /&gt;
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[[Button Bashing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:38, 21 May 2011 (CEST)&lt;br /&gt;
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[[Flags]] (as in Capture the Flag) --[[User:Staffan Björk|Staffan Björk]] 14:49, 22 May 2011 (CEST)&lt;br /&gt;
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[[Modal Windows]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:25, 23 May 2011 (CEST)&lt;br /&gt;
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[[HUD Buttons]] (Buttons in HUD parts of interfaces, e.g. [[Quests]] in [[FarmVille]] --[[User:Staffan Björk|Staffan Björk]] 21:28, 23 May 2011 (CEST)&lt;br /&gt;
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[[Rounds]] (duh; remember hit left, dodge right also; also Rounds collect a series of turns into a large structure which allows for the counting of Scores and Ultra-Powerful Events) --[[User:Staffan Björk|Staffan Björk]] 14:41, 4 June 2011 (CEST)&lt;br /&gt;
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[[Planning Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST) &lt;br /&gt;
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[[Execution Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)&lt;br /&gt;
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[[Money]] (duh; not only for bidding, maintainance, but also as budgeted action points) --[[User:Staffan Björk|Staffan Björk]] 09:36, 19 June 2011 (CEST)&lt;br /&gt;
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[[Limited Number of Uses]] (charges but also resources needed to activate actions) --[[User:Staffan Björk|Staffan Björk]] 15:48, 20 June 2011 (CEST)&lt;br /&gt;
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[[Exploits]] (unintentional combos in games; Deus Ex example; [http://en.wikipedia.org/wiki/Exploit_(online_gaming)] negative pattern but [[Nomic]]) --[[User:Staffan Björk|Staffan Björk]] 13:32, 10 July 2011 (CEST)&lt;br /&gt;
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[[Generators]] (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --[[User:Staffan Björk|Staffan Björk]] 18:17, 11 July 2011 (CEST)&lt;br /&gt;
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[[Extras]] (not the concept from sports but prepped people playing NPCs, &amp;quot;specially instructed player&amp;quot;) --[[User:Staffan Björk|Staffan Björk]] 11:39, 13 July 2011 (CEST)&lt;br /&gt;
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[[Repeated Domination]] (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --[[User:Staffan Björk|Staffan Björk]] 14:48, 13 July 2011 (CEST)&lt;br /&gt;
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[[Railroading]] (duh; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)&lt;br /&gt;
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[[Cover Systems]] --[[User:Staffan Björk|Staffan Björk]] 14:58, 18 July 2011 (CEST)&lt;br /&gt;
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[[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST)&lt;br /&gt;
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[[User Accounts]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)&lt;br /&gt;
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[[Player-Generated Narratives]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:07, 8 August 2011 (CEST)&lt;br /&gt;
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suits? --[[User:Staffan Björk|Staffan Björk]] 13:16, 23 August 2011 (CEST)&lt;br /&gt;
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[[Mods]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:02, 3 September 2011 (CEST)&lt;br /&gt;
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[[Pie Menus]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:23, 21 September 2011 (CEST)&lt;br /&gt;
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[[Performance Modifiers]] --[[User:Staffan Björk|Staffan Björk]] 14:24, 22 September 2011 (CEST)&lt;br /&gt;
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[[Game Registration]] (signing up to play a game) --Staffan Björk 12:54, 1 October 2011 (CEST)&lt;br /&gt;
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[[Leaning]] (giantbomb, cover systems) --[[User:Staffan Björk|Staffan Björk]] 20:30, 9 October 2011 (CEST)&lt;br /&gt;
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[[Limited Repeats]] (rules against repeating same sequence of actions - e.g. [[Chess]] and [[Go]]) --[[User:Staffan Björk|Staffan Björk]] 14:35, 14 November 2011 (CET)&lt;br /&gt;
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[[Predictable Gameplay Time]] ( measured in game state changes or player actions; carcarsonne, pandemic, most card games, board game with set number of turns, history of the world ) --[[User:Staffan Björk|Staffan Björk]] 10:02, 13 August 2012 (CEST)&lt;br /&gt;
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[[Juicy Interfaces]] ( re Jesper Juul and Chaim Gingold) --[[User:Staffan Björk|Staffan Björk]] 14:13, 20 August 2012 (CEST)&lt;br /&gt;
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[[Collectables]] (Erik Einebrandt) --[[User:Staffan Björk|Staffan Björk]] 15:32, 31 August 2012 (CEST)&lt;br /&gt;
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[[Transmedia Games]] ?&lt;br /&gt;
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[[Loss of Control]] (mech, when system takes over characters, units, etc. Panic in X-Com, failed fright checks and disadvantages in GURPs, related to Loss of Control?!?]] --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Lingering Effects]] (mechanical; from X-COM; multiturn effects, can give [[Time Limits]]) --[[User:Staffan Björk|Staffan Björk]] 14:27, 14 December 2012 (CET)&lt;br /&gt;
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[[Instakills]] (dynamic; duh; X-COM Chryssalids, headshots in L4D series on ordinary infected; CS?) --[[User:Staffan Björk|Staffan Björk]] 10:10, 15 December 2012 (CET)&lt;br /&gt;
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[[Task-Related Loadouts]] (dynamic; selecting equipment to fit mission/quest) --[[User:Staffan Björk|Staffan Björk]] 10:12, 21 December 2012 (CET)&lt;br /&gt;
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[[Dominant Strategies]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:41, 7 January 2013 (CET)&lt;br /&gt;
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[[Random Encounters]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:34, 20 May 2014 (CEST)&lt;br /&gt;
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[[Dialogue Trees]] (duh, see giant bomb also) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:27, 12 June 2014 (CEST)&lt;br /&gt;
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[[Pickup Groups]] (duh, WoW and our paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:10, 14 June 2014 (CEST)&lt;br /&gt;
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[[Social Status Indicators]] (relate to [[Game-Based Social Statuses]] and [[In-Game Memorabilia]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:05, 19 June 2014 (CEST)&lt;br /&gt;
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[[Gambling]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:25, 21 June 2014 (CEST)&lt;br /&gt;
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[[Game Clients]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:49, 22 June 2014 (CEST)&lt;br /&gt;
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[[Command Line Systems]] (chatting and giving system commands) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:58, 27 June 2014 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:45, 1 July 2014 (CEST)&lt;br /&gt;
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[[Maps]] (2d-projections, game board that one moves on, links to [[Game World Exploration]], [[Installations]], [[Bases]], [[Resource Locations]], [[Location-Fixed Abilities]], [[Territories]], [[Quick Travel]], [[Secondary Interface Screens]], [[Mini-maps]] , [[Fog of War]], [[Game World Exploration]], [[Game World Navigation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:17, 3 July 2014 (CEST)&lt;br /&gt;
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[[Disabilities]] (not having abilities others do) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:32, 3 July 2014 (CEST)&lt;br /&gt;
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[[Scapegoats]] (players blamed for things, a ''lost'' pattern) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:14, 9 July 2014 (CEST)&lt;br /&gt;
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[[Unmediated Social Interaction]] (somehow lost, many patterns relating to it) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:39, 14 July 2014 (CEST)&lt;br /&gt;
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[[Bleed]] (LARP, duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:53, 17 July 2014 (CEST)&lt;br /&gt;
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[[Glitch Usage]] (not easy to design for but...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:49, 17 July 2014 (CEST)&lt;br /&gt;
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[[Secret Communication]] (hidden communication channels mostly) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:33, 28 July 2014 (CEST)&lt;br /&gt;
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[[Emotional Engrossment]] (lost somehow?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:00, 28 July 2014 (CEST)&lt;br /&gt;
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Voice Channels?&lt;br /&gt;
--[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 21:45, 20 January 2015 (CET)&lt;br /&gt;
[[Context Dependent Actions]] (from working with [[Context Dependent Reactions]], see also http://www.giantbomb.com/context-sensitive/3015-190/)&lt;br /&gt;
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[[Aftercare]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Slow Landing]] (from nordic larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 19:52, 6 September 2014 (CEST)&lt;br /&gt;
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[[Cheat Sheets]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:08, 12 September 2014 (CEST)&lt;br /&gt;
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[[Highlighting]] (from jonas paper) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:19, 22 September 2014 (CEST)&lt;br /&gt;
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[[Energy]] (resources that fuel actions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:42, 7 October 2014 (CEST)&lt;br /&gt;
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[[Real-Time Performance]] (link to [[Player Unpredictability]], [[Uncertainty of Outcome]], [[Enactment]], [[Roleplaying]], etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:53, 3 January 2015 (CET)&lt;br /&gt;
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[[Player Reading]] (link to [[Player Unpredictability]] , [[Bluffing]], [[Negotiation]], [[Enactment]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:59, 8 January 2015 (CET)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 00:27, 16 January 2015 (CET)&lt;br /&gt;
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[[Possibility of Own Goals]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:33, 16 January 2015 (CET)&lt;br /&gt;
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[[Comeback Mechanisms]] (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to [[Balancing Effects]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Please Don't Quit]] (see http://www.giantbomb.com/please-dont-quit/3015-6507/games/) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:43, 16 January 2015 (CET)&lt;br /&gt;
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[[Permabanning]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:48, 16 January 2015 (CET)&lt;br /&gt;
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[[Income]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:03, 18 January 2015 (CET)&lt;br /&gt;
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[[Gamer Mode]] (Anders' PhD thesis, aesthetic pattern, relate to various types of Engrossment, Roleplaying) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 23 January 2015 (CET)&lt;br /&gt;
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[[Automated Movement]] (a la [[Wastelands 2]], gives [[Downtime]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 22:04, 1 February 2015 (CET)&lt;br /&gt;
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[[Serendipitous Finds]] (relate to [[Game World Exploration]], [[Dialogues]], finding things while doing other things) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:39, 4 February 2015 (CET)&lt;br /&gt;
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[[Espionage]] (?, relate to [[Gain Information]], [[Stealth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:29, 4 February 2015 (CET)&lt;br /&gt;
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[[Impassible Terrain]] (duh, relate to [[Inaccessible Areas]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:14, 8 February 2015 (CET)&lt;br /&gt;
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[[Privileged Units]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Facilities]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Privileged Factions]] (to tie [[Privileged Abilities]] to [[Units]], civ with factions) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:16, 9 February 2015 (CET)&lt;br /&gt;
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[[Maintenance Costs]] (link to [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:58, 9 February 2015 (CET)&lt;br /&gt;
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[[Reward Schemes]] (mappings of goals to rewards, e.g. tech trees, extra lives, even high score lists) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:44, 9 February 2015 (CET)&lt;br /&gt;
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[[Facilities]] (duh, building in civ e.g.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:07, 9 February 2015 (CET)&lt;br /&gt;
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[[Diplomacy System]] (rules for diplomatic states) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:52, 11 February 2015 (CET)&lt;br /&gt;
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[[Tutorial System]] (duh, link to [[Quests]] through e.g. [[Civilization: Beyond Earth]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 11 February 2015 (CET)&lt;br /&gt;
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[[Money Transformation Flow]] (from Johanna and Steven's master thesis; money in, money out) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 20:10, 5 June 2015 (CEST)&lt;br /&gt;
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[[Landscaping]] (found in [[Props]] pattern...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 12:30, 1 July 2015 (CEST)&lt;br /&gt;
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[[Voice-overs]] (as in movies...) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 23:05, 4 July 2015 (CEST)&lt;br /&gt;
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[[Player Judges]] (as in [[Apples to Apples]], [[Cards against Humanity]], or [[Rappakalja]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:17, 30 July 2015 (CEST)&lt;br /&gt;
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[[Penalty Boxes]] (as per [[Ice Hockey]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:35, 31 July 2015 (CEST)&lt;br /&gt;
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[[Collectibles]] (different from [[Collections]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:01, 3 September 2015 (CEST)&lt;br /&gt;
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[[Resource-Gatherers]] (from [http://www.mechanics-and-meeples.com/2015/09/14/anatomy-of-a-game-catan/?utm_content=buffer87d4e&amp;amp;utm_medium=social&amp;amp;utm_source=facebook.com&amp;amp;utm_campaign=buffer this] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:16, 1 October 2015 (CEST)&lt;br /&gt;
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[[Game State Editing]] (link to [[Save Files]], cheating, [[Game Masters]], [[Game Command Console]], [[Extra-Game Actions]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:25, 28 October 2015 (CET)&lt;br /&gt;
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[[Multiple Social Circles]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Stepwise Elimination Scoring]] (Lords of Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:39, 10 November 2015 (CET)&lt;br /&gt;
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[[Game Command Console]] (typically for entering cheat codes etc., allows for playful interaction a la [[Free Game Element Manipulation]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:19, 10 November 2015 (CET)&lt;br /&gt;
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[[Playful Interaction]] (free play, link to [[Free Game Element Manipulation]] and [[Game Command Console]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:21, 10 November 2015 (CET)&lt;br /&gt;
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[[Winning by Elimination]] (basically [[Player Elimination]] applied to winning the game, link to [[Eliminate]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:41, 15 December 2015 (CET)&lt;br /&gt;
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[[Distractor Targets]] (aim assist for &amp;quot;wrong targets&amp;quot;; thanks to #104)&lt;br /&gt;
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[[Playable Epilogue]] (thanks to #121)&lt;br /&gt;
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[[Screen Splatter]] (see Giantbomb; damage in FPS, also ink in Mario Kart) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:54, 19 July 2016 (UTC)&lt;br /&gt;
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[[Templates]] (as used in GURPS) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:01, 11 August 2016 (UTC)&lt;br /&gt;
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[[Procedurally Generated Game Areas]] (duh) --16:18, 2 September 2016 (UTC)&lt;br /&gt;
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[[Runaway Leader]] (close to [[Predictable Winner]] --08:29, 4 September 2016 (UTC)&lt;br /&gt;
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[[Predictable Gameplay Time]] (how long it takes to play the game, relate to [[Time Limited Game Instances]] and positive and [[Negative Feedback Loops]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:54, 4 September 2016 (UTC)&lt;br /&gt;
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[[Quantum Ogre]] (search google; always shows up - related to the Gamma World design solution I can't find) [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:53, 7 November 2017 (UTC)&lt;br /&gt;
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[[Ironman Mode]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Level Summaries]] (list of performance after the completion of a level) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Optional Objectives]] (requirements to a goal that aren't necessary but allows players to complete them in more difficult ways) --13:21, 12 January 2018 (UTC)&lt;br /&gt;
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[[Playstyle Hinting]] (from student assignment 4 in course 2017) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:02, 15 January 2018 (UTC)&lt;br /&gt;
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[[Main Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:09, 19 January 2018 (UTC)&lt;br /&gt;
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Individual winner in team struggles, e.g. [[Study in Emerald]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Single Input Games]] (Singlebutton paper by Breyer?) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Mooks]] (related to [[Generic Adversaries]]) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Fate Play]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-Out Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Opt-In Design]] (larps) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Theorycrafting]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Follow the Leader]] ( coop thank brisse) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Push Your Luck]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Leader Boards]] --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Stepwise Elimination]] (Xidit) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Multiple Social Circles]]  --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:13, 6 March 2018 (UTC)&lt;br /&gt;
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[[Deck Slimming]] ([[Dominion]] etc.) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:22, 21 March 2018 (UTC)&lt;br /&gt;
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[[Rooms]] (re [[Lobbies]], Rooms: Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Active Waiting Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Elastic Instancing of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Garbage Collection of Instance of Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Voluntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Involuntary Migration from Rooms]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Preserve Cohorts]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Positive Fictional Identities]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Automated Initial Interaction]] (re [[Lobbies]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Non-zero sum XP and Loot]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Non-zero sum guild rewards]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Roles]] (re [[Asymmetric Roles]], Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
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[[Cone of Silence]] (Daniel Cook's GDC 2018 presentation https://docs.google.com/presentation/d/1GXoKH5ltEZDBXf-F6i2gIjY03fQKYQDRLhxOr3JzES4/edit#slide=id.g2af59c0dbc_0_110 ) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 18:41, 27 March 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Player/Character Awareness Consistency]] (that characters and players know the same things) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 11:32, 3 April 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Immutable Rules]] (rules that don't change, [[Nomic]] is not an example!) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:54, 6 April 2018 (UTC)&lt;br /&gt;
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[[Resource Competition]] (duh) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 13:20, 9 April 2018 (UTC)&lt;br /&gt;
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[[Codex]] (collection of data about the game world, interface pattern, ack. Stefan Ekman) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:55, 24 August 2018 (UTC)&lt;br /&gt;
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[[After Care]] (larp, Montola The positve negative experience paper) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:04, 17 September 2018 (UTC)&lt;br /&gt;
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[[Tally Screen]] (sums up things after gameplay, see [this http://doom.wikia.com/wiki/Doom] ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:33, 21 October 2018 (UTC)&lt;br /&gt;
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[[Shared Displays]] (as in [[Pacman must die]] and papers by Eriksson, Torgersson, and Berend...) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:20, 12 November 2018 (UTC)&lt;br /&gt;
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[[Alpha Player]] (single person doing everything or dictating everything in co-op games) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:29, 12 November 2018 (UTC)&lt;br /&gt;
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[[Slow Playing]] (as in [[Terraforming Mars]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:57, 19 November 2018 (UTC)&lt;br /&gt;
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[[Input Randomness]] (Yatzhee, etc.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
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[[Output Randomness]] (BRP e.g.) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 14:01, 14 January 2019 (UTC)&lt;br /&gt;
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[[Apex Predator]] (from Stealth gameplay style 2018, Also https://www.gamasutra.com/blogs/JoshBycer/20170915/305739/The_2_Philosophies_of_Stealth_Gameplay.php]&lt;br /&gt;
&lt;br /&gt;
[[Moments of Glory]] (aesthetics pattern from hardcore competitive gameplay style 2018) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:25, 27 January 2019 (UTC)&lt;br /&gt;
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[[Perspective Taking]] ([[Roleplaying]], thinking ahead in [[Chess]], [[Cooperation]]) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:32, 31 May 2019 (UTC)&lt;br /&gt;
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[[Disposable Lives]] (units that can or need to be sacrified; ack: Samir Aoun) ----[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:57, 21 October 2020 (UTC)&lt;br /&gt;
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[[Perks]] (duh, ack to Tim Björk and Max Sundin Pekkala) --- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 10:44, 3 December 2020 (UTC)&lt;br /&gt;
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[[Null Tokens]] (tokens that represent 0 resources but can trick other players) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:31, 26 August 2021 (UTC)&lt;br /&gt;
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[[Corpse Running]] (A [[Death Consequences|Death Consequence]] where you need to collect your corpse - or your equipment - after you died, e.g. [[Diablo series]] or [[World of Warcraft]]) ----- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 16:26, 06 October 2021 (UTC)&lt;br /&gt;
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[[Forfeiting]] (duh; thanks to Anders) [[User:Staffan Björk|Staffan Björk]] ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 09:07, 29 November 2021 (UTC)&lt;br /&gt;
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[[Morality Systems]] (duh; thanks for Malcolm Ryan) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:59, 18 December 2021 (UTC)&lt;br /&gt;
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[[Multiplayer Solitaire]] (duh, thanks to Adam Andersson) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:12, 13 January 2022 (UTC)&lt;br /&gt;
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[[Character/Player Cognitive Imbalance]] (when Characters know more about the game world, are smarter, etc. - or the other way around) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 07:40, 8 April 2022 (UTC)&lt;br /&gt;
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[[Character Engrossment]] (engrossment lensed through a Character perspective) ---- [[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 08:12, 8 April 2022 (UTC)&lt;br /&gt;
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[[Mandatory Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] ([[User talk:Staffan Björk|talk]]) 15:11, 25 August 2022 (UTC)&lt;br /&gt;
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=== Potentially too specific patterns (mainly from GiantBomb) ===&lt;br /&gt;
Adjustable Character Level (see http://www.giantbomb.com/adjustable-character-level/3015-3576/)&lt;br /&gt;
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Camera Following Projectiles&lt;br /&gt;
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Reticule Magnetism &lt;br /&gt;
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Bullet Magnetism&lt;br /&gt;
&lt;br /&gt;
Lock-on&lt;br /&gt;
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Dynamic split-screen&lt;br /&gt;
&lt;br /&gt;
Camera Shift&lt;br /&gt;
&lt;br /&gt;
Boffer Combat (then also Ars Armandi etc.)&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Resource_Management&amp;diff=27708</id>
		<title>Resource Management</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Resource_Management&amp;diff=27708"/>
				<updated>2023-03-15T10:29:39Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: Created page with &amp;quot;Category:Patterns Category:Resource Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:P...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Resource Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
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==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
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=== Interface Aspects ===&lt;br /&gt;
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=== Narration Aspects ===&lt;br /&gt;
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== Consequences ==&lt;br /&gt;
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== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Resource Management'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Converters&amp;diff=27707</id>
		<title>Converters</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Converters&amp;diff=27707"/>
				<updated>2023-03-15T10:29:10Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: Created page with &amp;quot;Category:Patterns Category:Resource Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:P...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Resource Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Converters'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Containers&amp;diff=27706</id>
		<title>Containers</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Containers&amp;diff=27706"/>
				<updated>2023-03-15T10:28:43Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: Created page with &amp;quot;Category:Patterns Category:Resource Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:P...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Resource Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the 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;
&lt;br /&gt;
''or''&lt;br /&gt;
&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Consumers&amp;diff=27705</id>
		<title>Consumers</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Consumers&amp;diff=27705"/>
				<updated>2023-03-15T10:28:34Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: Created page with &amp;quot;Category:Patterns Category:Resource Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:P...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Resource Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the 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;
&lt;br /&gt;
''or''&lt;br /&gt;
&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Asymmetric_Resource_Distribution&amp;diff=27704</id>
		<title>Asymmetric Resource Distribution</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Asymmetric_Resource_Distribution&amp;diff=27704"/>
				<updated>2023-03-15T10:28:15Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: Created page with &amp;quot;Category:Patterns Category:Symmetry Patterns Category:Resource Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Symmetry Patterns]]&lt;br /&gt;
[[Category:Resource Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the 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;
&lt;br /&gt;
''or''&lt;br /&gt;
&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Trading&amp;diff=27703</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Trading&amp;diff=27703"/>
				<updated>2023-03-15T10:27:43Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Resource Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
[[Resource Sources]]&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the 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;
&lt;br /&gt;
''or''&lt;br /&gt;
&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Symmetric_Resource_Distribution&amp;diff=27702</id>
		<title>Symmetric Resource Distribution</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Symmetric_Resource_Distribution&amp;diff=27702"/>
				<updated>2023-03-15T10:27:33Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: Created page with &amp;quot;Category:Patterns Category:Symmetry Patterns Category:Resource Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Symmetry Patterns]]&lt;br /&gt;
[[Category:Resource Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the 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;
&lt;br /&gt;
''or''&lt;br /&gt;
&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Trading&amp;diff=27701</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Trading&amp;diff=27701"/>
				<updated>2023-03-15T10:26:45Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &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;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
[[Resource Sources]]&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the 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;
&lt;br /&gt;
''or''&lt;br /&gt;
&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Trading&amp;diff=27700</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Trading&amp;diff=27700"/>
				<updated>2023-03-15T10:26:35Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: Created page with &amp;quot;&amp;lt;pre&amp;gt; Category:Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:Patterns created on the Wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
[[Resource Sources]]&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the 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;
&lt;br /&gt;
''or''&lt;br /&gt;
&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Survive&amp;diff=27699</id>
		<title>Survive</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Survive&amp;diff=27699"/>
				<updated>2023-03-15T10:24:02Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Using the pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''The goal of trying to avoid having game elements being eliminated, killed, or otherwise removed from gameplay.''&lt;br /&gt;
&lt;br /&gt;
Many games have effects that capture, destroy, kill, or eliminate game elements depending on the theme of the game. As these events are usually negative for the players who control the game elements, they have the expected goal of trying to make these game elements [[Survive]].&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
[[Survive]] goals typically manifest in two different ways in games. One is a hostile environment, primarily through enemies or monsters, threaten to kill players' characters. Example of this can be found in [[Asteroids]], [[Chess]], [[Go]], [[Space Alert]], [[Space Invaders]], and the [[Left 4 Dead series]]. Another is that players must handle continuously depleting resources, as for example in [[Oxygen Not Included]]. [[:Category:Roguelikes|Roguelikes]], e.g., [[Unexplored]], and more generally [[:Category:Survival Games|Survival Games]] typically provide both types of challenges with varying ratios. Examples of [[:Category:Survival Games|Survival Games]] include [[Dead of Winter]], [[Minecraft]], [[No Man's Sky]], [[Project Zomboid]], [[Slaves to Armok II: Dwarf Fortress]], [[Terraria]], and [[Valheim]].&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
The two primary aspects of consider when designing for [[Survive]] goals in a game is what is to [[Survive]] and what threatens it. &lt;br /&gt;
&lt;br /&gt;
[[Survive]] goals tied to game elements directly tied to players' agency, e.g., [[Avatars]], [[Characters]], and [[Units]] are typically most natural to consider in games. The use of [[Lives]] allows [[Survive]] goals to not remove game elements permanently or end gameplay when a [[Survive]] goal is failed the first time. However, [[Survive]] goals do not need to be focus on players' [[Focus Loci]]. [[Guard]], [[Guide and Protect]], and [[Herd]] can be modulated with the [[Survive]] goal by making it possible for the targets of those goals to &amp;quot;die&amp;quot; and thereby failing the goals. [[Survive]] goals can also be introduced to the rivals in games with [[Internal Rivalry]] to removing elimination of those rivals as a solution to the rivalry. &lt;br /&gt;
&lt;br /&gt;
Survival threats can either be passive or active. Passive threats are typically based on [[Maintenance Costs]] of thematically suitable [[Resources]] (e.g., [[Health]]) and many different [[Resources]] can be used simultaneously or more complex or difficult gameplay (e.g., food, water, air, heat, etc.). [[Steadily Decreasing Resources]] can be used to make passive threats to [[Survive]] goals be guaranteed to at some point succeed in making players fail with the goal and thereby create [[Unwinnable Games]]. Active threats can broadly be divided into [[Enemies]] and [[Environmental Effects]]. An alterative to game-controlled [[Enemies]] are players with [[Eliminate]] goals focused on the owner of the [[Survive]] goal ([[Enemies]] can also be given [[Eliminate]] goals to nuance whom they are [[Enemies]] to). A special case of this is [[Last Man Standing]]; where players all have [[Survive]] goals and [[Symmetric Goals]] of [[Eliminate|Eliminating]] each other. Introducing [[Eliminate]] goals is one way to modify the [[Survive]] goal with a [[Preventing Goals|Preventing Goal]]. However, [[Preventing Goals]] to [[Survive]] goals can also be possible for passive threats if for example players can deny each other access to needed [[Resources]]. &lt;br /&gt;
&lt;br /&gt;
[[Survive]] goals in themselves are [[Preventing Goals]]. However, players can be offered more active ways of succeeding with [[Survive]] goals by allowing them to [[Conceal]] the targets of the goals or by [[Eliminate|Eliminating]] the threats that exist.&lt;br /&gt;
&lt;br /&gt;
Games aiming at [[FUBAR Enjoyment]] by having a player need to deal with many simultaneous challenges can increase the likelihood of that experience by adding the need of fulfilling [[Survive]] goals.&lt;br /&gt;
&lt;br /&gt;
[[Survive]] goals are often used to create [[Unwinnable Games]] by simply having no winning condition and having gameplay end when the [[Survive]] goal fails.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
While [[Survive]] goals with active threats are typically presented as violence in some form, [[Rhythm-Based Actions]] show how [[Survive]] goals can be tied more abstractly to player performance in music-themed games such as the [[Guitar Hero series]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Survive]] goals tied to other entities than those controlled by players, i.e., [[NPCs]], offer the possibility of [[Quests]] that can readily be tied to a game's narration.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
[[Survive]] is an example of a [[Continuous Goals|Continuous Goal]] in that succeeding with it requires maintaining a state (i.e., being ''alive'') over time. It often functions as a [[Preventing Goals|Preventing Goal]] also whenever there is some player of [[Agents|Agent]] that has a relevant [[Eliminate]] goal. That is, [[Survive]] and [[Eliminate]] often function as [[Preventing Goals]] to each other.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Preventing Goals]], &lt;br /&gt;
[[Quests]],&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Eliminate]], &lt;br /&gt;
[[Guard]], &lt;br /&gt;
[[Guide and Protect]], &lt;br /&gt;
[[FUBAR Enjoyment]], &lt;br /&gt;
[[Herd]], &lt;br /&gt;
[[Internal Rivalry]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Avatars]], &lt;br /&gt;
[[Characters]], &lt;br /&gt;
[[Enemies]], &lt;br /&gt;
[[Environmental Effects]],&lt;br /&gt;
[[Lives]], &lt;br /&gt;
[[Last Man Standing]], &lt;br /&gt;
[[Maintenance Costs]], &lt;br /&gt;
[[Rhythm-Based Actions]], &lt;br /&gt;
[[Units]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Conceal]], &lt;br /&gt;
[[Eliminate]], &lt;br /&gt;
[[Steadily Decreasing Resources]], &lt;br /&gt;
[[Preventing Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Survive'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Survive&amp;diff=27698</id>
		<title>Survive</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Survive&amp;diff=27698"/>
				<updated>2023-03-15T10:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Can Instantiate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''The goal of trying to avoid having game elements being eliminated, killed, or otherwise removed from gameplay.''&lt;br /&gt;
&lt;br /&gt;
Many games have effects that capture, destroy, kill, or eliminate game elements depending on the theme of the game. As these events are usually negative for the players who control the game elements, they have the expected goal of trying to make these game elements [[Survive]].&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
[[Survive]] goals typically manifest in two different ways in games. One is a hostile environment, primarily through enemies or monsters, threaten to kill players' characters. Example of this can be found in [[Asteroids]], [[Chess]], [[Go]], [[Space Alert]], [[Space Invaders]], and the [[Left 4 Dead series]]. Another is that players must handle continuously depleting resources, as for example in [[Oxygen Not Included]]. [[:Category:Roguelikes|Roguelikes]], e.g., [[Unexplored]], and more generally [[:Category:Survival Games|Survival Games]] typically provide both types of challenges with varying ratios. Examples of [[:Category:Survival Games|Survival Games]] include [[Dead of Winter]], [[Minecraft]], [[No Man's Sky]], [[Project Zomboid]], [[Slaves to Armok II: Dwarf Fortress]], [[Terraria]], and [[Valheim]].&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
The two primary aspects of consider when designing for [[Survive]] goals in a game is what is to [[Survive]] and what threatens it. &lt;br /&gt;
&lt;br /&gt;
[[Survive]] goals tied to game elements directly tied to players' agency, e.g., [[Avatars]], [[Characters]], and [[Units]] are typically most natural to consider in games. The use of [[Lives]] allows [[Survive]] goals to not remove game elements permanently or end gameplay when a [[Survive]] goal is failed the first time. However, [[Survive]] goals do not need to be focus on players' [[Focus Loci]]. [[Guard]], [[Guide and Protect]], and [[Herd]] can be modulated with the [[Survive]] goal by making it possible for the targets of those goals to &amp;quot;die&amp;quot; and thereby failing the goals. [[Survive]] goals can also be introduced to the rivals in games with [[Internal Rivalry]] to removing elimination of those rivals as a solution to the rivalry. &lt;br /&gt;
&lt;br /&gt;
Survival threats can either be passive or active. Passive threats are typically based on [[Maintenance Costs]] of thematically suitable [[Resources]] (e.g., [[Health]]) and many different [[Resources]] can be used simultaneously or more complex or difficult gameplay (e.g., food, water, air, heat, etc.). [[Steadily Decreasing Resources]] can be used to make passive threats to [[Survive]] goals be guaranteed to at some point succeed in making players fail with the goal and thereby create [[Unwinnable Games]]. Active threats can broadly be divided into [[Enemies]] and [[Environmental Effects]]. An alterative to game-controlled [[Enemies]] are players with [[Eliminate]] goals focused on the owner of the [[Survive]] goal ([[Enemies]] can also be given [[Eliminate]] goals to nuance whom they are [[Enemies]] to). A special case of this is [[Last Man Standing]]; where players all have [[Survive]] goals and [[Symmetric Goals]] of [[Eliminate|Eliminating]] each other. Introducing [[Eliminate]] goals is one way to modify the [[Survive]] goal with a [[Preventing Goals|Preventing Goal]]. However, [[Preventing Goals]] to [[Survive]] goals can also be possible for passive threats if for example players can deny each other access to needed [[Resources]]. &lt;br /&gt;
&lt;br /&gt;
[[Survive]] goals in themselves are [[Preventing Goals]]. However, players can be offered more active ways of succeeding with [[Survive]] goals by allowing them to [[Conceal]] the targets of the goals or by [[Eliminate|Eliminating]] the threats that exist.&lt;br /&gt;
&lt;br /&gt;
Games aiming at [[FUBAR Enjoyment]] by having a player need to deal with many simultaneous challenges can increase the likelihood of that experience by adding the need of fulfilling [[Survive]] goals.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
While [[Survive]] goals with active threats are typically presented as violence in some form, [[Rhythm-Based Actions]] show how [[Survive]] goals can be tied more abstractly to player performance in music-themed games such as the [[Guitar Hero series]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Survive]] goals tied to other entities than those controlled by players, i.e., [[NPCs]], offer the possibility of [[Quests]] that can readily be tied to a game's narration.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
[[Survive]] is an example of a [[Continuous Goals|Continuous Goal]] in that succeeding with it requires maintaining a state (i.e., being ''alive'') over time. It often functions as a [[Preventing Goals|Preventing Goal]] also whenever there is some player of [[Agents|Agent]] that has a relevant [[Eliminate]] goal. That is, [[Survive]] and [[Eliminate]] often function as [[Preventing Goals]] to each other.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Preventing Goals]], &lt;br /&gt;
[[Quests]],&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Eliminate]], &lt;br /&gt;
[[Guard]], &lt;br /&gt;
[[Guide and Protect]], &lt;br /&gt;
[[FUBAR Enjoyment]], &lt;br /&gt;
[[Herd]], &lt;br /&gt;
[[Internal Rivalry]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Avatars]], &lt;br /&gt;
[[Characters]], &lt;br /&gt;
[[Enemies]], &lt;br /&gt;
[[Environmental Effects]],&lt;br /&gt;
[[Lives]], &lt;br /&gt;
[[Last Man Standing]], &lt;br /&gt;
[[Maintenance Costs]], &lt;br /&gt;
[[Rhythm-Based Actions]], &lt;br /&gt;
[[Units]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Conceal]], &lt;br /&gt;
[[Eliminate]], &lt;br /&gt;
[[Steadily Decreasing Resources]], &lt;br /&gt;
[[Preventing Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Survive'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27697</id>
		<title>Unwinnable Games</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27697"/>
				<updated>2023-03-15T10:21:38Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Gameplay Arc Patterns]]&lt;br /&gt;
[[Category:Aesthetic Patterns]]&lt;br /&gt;
[[Category:Winning Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
''Games that do not have any winning conditions.''&lt;br /&gt;
&lt;br /&gt;
Some games are not possible to win regardless of how well one performs. This is because the systems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players could their own goals and winning conditions or by letting players compare their performance with previous performances by themselves or others.&lt;br /&gt;
&lt;br /&gt;
Carse divides human activities into ''Finite Games and Infinite Games'' in his book with the same name&amp;lt;ref name=&amp;quot;Carse&amp;quot;/&amp;gt;, and simplified his view of ''Infinite Games'' are [[Unwinnable Games]] that are played with the goal of continuing to play the game.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Early computer games such as [[Asteroids]] and [[Space Invaders]] were [[Unwinnable Games]] in that gamers were constantly given new obstacles as soon as they overcame their current ones. [[Pac-Man]] is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[http://en.wikipedia.org/wiki/Pac-Man], making it open for interpretation if reaching the highest possible level in a game equals winning over it. The casual games [[Staries]] and [[Icy Tower]] are later examples of games that have no winning conditions.&lt;br /&gt;
&lt;br /&gt;
Roleplaying games such as [[Dungeons &amp;amp; Dragons]] and [[GURPS]] do not have general winning conditions. Individual campaign might be winnable but the gameplay of improving one's character can continue and may likely be in the players interest. The 4th Edition of [[Dungeons and Dragons]] have structures of retiring characters when they reach level 30 (through gaining some form of immortality) but not even this needs to be seen as having completely beating the game since gameplay can continue with a new character. While simply surviving [[Paranoia]] scenarios with at least one of one's clones alive can be considered victories, the publishers of the roleplaying game published ''Code 7'' missions that required one more clone that players have.&lt;br /&gt;
&lt;br /&gt;
Massively multiplayer online games such as [[World of Warcraft]] and [[Eve Online]] have similar structures but add challenges of fighting other players, accessing the best available equipment and gaining achievements.&lt;br /&gt;
&lt;br /&gt;
[[September 12th]] and [[Hell Tetris]] are examples of games that make the realization that they are unwinnable one of the main experiences of playing them.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
Games may be unwinnable to specific people because of lack of time, interest, or competence. This is however more a question of the players' possibilities than the design of a game, and when it is an effect of the design (rather than say the people not being the targeted audience) it is often seen as a problem with that design. [[Unwinnable Games]] in contrast are games whose system is design so that their is no winning condition and no players regardless of skills and devotion can achieve a certain game state designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]]. &lt;br /&gt;
&lt;br /&gt;
Three main - and compatible - ways of creating [[Unwinnable Games]] are [[Ever Increasing Difficulty]], [[Continuous Goals]], and [[Grinding]]. [[Ever Increasing Difficulty]] ensure that players at some point will lose due to not having enough competence (given that the game system can provide challenges beyond any player's competence). [[Continuous Goals]] that are necessary for continued gameplay rely on players at some time failing in competence or attention to a goal. A common design solution for this is a [[Survive]] goal related to players' [[Focus Loci]]. [[Grinding]] that lets players continuously do actions for little or no progress in the game, relying primarily on players losing interest in the gameplay and quitting for being unwinnable.&lt;br /&gt;
&lt;br /&gt;
There are two typical reasons for creating [[Unwinnable Games]]. The first reason is that one may wish to reinforce the [[Replayability]] by not making it possible to ever beat the game completely. In this case there exists enforced end conditions, e.g. by strict [[Time Limits]] or [[Steadily Decreasing Resources]] and to make it possible to compare ones performance with earlier game session there typically also exists [[Trans-Game Information]] (e.g. [[Achievements]] or [[High Score Lists]]) so that [[Meta Games]] are possible. The second reason is to create [[Never Ending Stories]], that is, games without any end condition at all. Common in [[Roleplaying]] games, these games cannot have a winning condition for the whole game but instead needs to provide incentives to play in other ways. This is typically done through offering smaller local goals, either [[Ephemeral Goals]] or [[Player-Defined Goals]], or simple through the [[Social Interaction]] offered by the game or play activity. An issue with non-ending games is how to balance increased [[Gameplay Mastery]] and [[Improved Abilities]] with challenges so that the [[Challenging Gameplay]] is maintained. [[Red Queen Dilemmas]] is a possible solution to this by adding the difficulty as players gain more power to influence the game. However, non-ending games are incompatible with [[Time Limited Game Instances]] but this may not be a problem if [[Game Pauses]] are used since then the game and play sessions can be regulated instead.&lt;br /&gt;
&lt;br /&gt;
While [[Unwinnable Games]] cannot end due to completing the game, they can have [[Game Termination Penalties]] and [[Game Over]] through dying, in fact this is common in many early examples of using the pattern.&lt;br /&gt;
&lt;br /&gt;
One design possibility that is more suitable to [[Unwinnable Games]] than others is that of [[Entitled Players]]; it is less problematic to trust players with powers affecting how the game is played if they have less reason to misuse that power.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Every game state in an [[Unwinnable Games|Unwinnable Game]] is a [[Unwinnable Game States|Unwinnable Game State]]. At first glance it can seem strange that one can have or would want games which cannot be won since it removes what is typically the reason for activities to become meaningful in them. While other reasons for playing games exists, many games can however be the basis for [[Meta Games]] through [[Trans-Game Information]] (such as [[Achievements]] or [[High Score Lists]]) or [[Progress Indicators]] and can then still provide meaningful gameplay concerned with measuring how well one has performed. When [[Unwinnable Games]] allow this kind of gameplay, they somewhat paradoxically promote [[Replayability]]. Sometimes realizing the unwinnable nature of a game is an intention in the design; the [[:Category:Serious Games|Serious Game]] [[September 12th]] uses the impossibility of winning it to argue the futility in the struggle thematized by the game and the (earlier) movie War Games appropriates [[Tic-Tac-Toe]] to make a similar argument. Providing [[Illusionary Rewards]] can also make parts of [[Unwinnable Games]] meaningful since players may appreciate these challenges even if they are not affecting the game state.&lt;br /&gt;
&lt;br /&gt;
When players notice that games are unwinnable they may see this as revealing an [[Exaggerated Perception of Influence]] in the game design. This may cause them to stop playing (which in a sense was the intention with the serious games mentioned in the previous paragraph since this would make the point that one should stop with the activity portrayed) but may also cause players to set up their own [[Player-Defined Goals]] that they consider win (and end) conditions. Regardless of when and why players stop playing [[Unwinnable Games]], they do so by [[Surrendering]] (to the game design).&lt;br /&gt;
&lt;br /&gt;
Although [[Narration Structures]] can support players the gameplay structure in [[Unwinnable Games]], the narrative aspects are likely to not attract interest unless they change in significant ways between game sessions. More specifically, [[Predetermined Story Structures]] are difficult to have in [[Unwinnable Games]] since their content is limited and this may be exhausted by sufficiently long gameplay and [[Main Goals]] and [[Main Quests|Quests]] are in direct conflict with [[Unwinnable Games]] since completing these are ways of ''winning'' the game even if gameplay continues afterwards. That said, [[Main Goals]] are can be useful to give players motivation on what actions should be attempted in [[Unwinnable Games]], especially if there are ways of measuring or comparing who far players have come towards reaching the [[Main Goals]] (e.g. by having [[Scores]]).&lt;br /&gt;
&lt;br /&gt;
[[Unwinnable Games]] may be seen as a rather easy way to avoid having a [[Predictable Winner]] at any point in a game, but this is not strictly true. First, the [[Predictable Winner]] may be nobody as the [[Tic-Tac-Toe]] example shows and second players may set up their own winning conditions between themselves, e.g. who can get the highest [[Scores|Score]] in a game of [[Pac-Man]] (so [[Scores]] can be used to modulate [[Unwinnable Games]]). Even so, [[Unwinnable Games]] can be used as part of a design strategy to make players less likely to identify any specific player as being able to reach the winning conditions set up by a game.&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Games]] which are also unwinnable, e.g. most [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], will need to deal with [[Early Leaving Players]] since this will occur in all game instances except the ones where all players simultaneously stop playing.&lt;br /&gt;
&lt;br /&gt;
For rather obvious reasons, i.e. having no winner, [[Unwinnable Games]] are incompatible with [[Winner determined after Gameplay Ends]] and [[Winning by Ending Gameplay]]. It is also not possible for [[Unwinnable Games]] to have [[Endgame]] phases. [[Unwinnable Games]] can only appear to have [[Higher-Level Closures as Gameplay Progresses]] to those that do not know that the games are [[Unwinnable Games]], so the patterns are generally incompatible.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Never Ending Stories]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Surrendering]], &lt;br /&gt;
[[Unwinnable Game States]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Multiplayer Games]] ====&lt;br /&gt;
[[Early Leaving Players]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Multiplayer Games]], &lt;br /&gt;
[[Single-Player Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Ever Increasing Difficulty]], &lt;br /&gt;
[[Grinding]], &lt;br /&gt;
[[Time Limits]], &lt;br /&gt;
[[Steadily Decreasing Resources]],&lt;br /&gt;
[[Survive]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Achievements]], &lt;br /&gt;
[[Entitled Players]], &lt;br /&gt;
[[Ephemeral Goals]], &lt;br /&gt;
[[Game Pauses]], &lt;br /&gt;
[[Game Over]], &lt;br /&gt;
[[Game Termination Penalties]], &lt;br /&gt;
[[High Score Lists]], &lt;br /&gt;
[[Illusionary Rewards]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Meta Games]], &lt;br /&gt;
[[Player-Defined Goals]], &lt;br /&gt;
[[Progress Indicators]], &lt;br /&gt;
[[Red Queen Dilemmas]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Trans-Game Information]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Challenging Gameplay]], &lt;br /&gt;
[[Endgame]], &lt;br /&gt;
[[Exaggerated Perception of Influence]], &lt;br /&gt;
[[Higher-Level Closures as Gameplay Progresses]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Main Quests]], &lt;br /&gt;
[[Predetermined Story Structures]], &lt;br /&gt;
[[Predictable Winner]], &lt;br /&gt;
[[Time Limited Game Instances]], &lt;br /&gt;
[[Winner determined after Gameplay Ends]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Carse&amp;quot;&amp;gt;. Carse, J.P. 1986. ''Finite and Infinite Games''. Penguin Books.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27696</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27696"/>
				<updated>2023-03-15T10:19:45Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''Goals that provide players with information and motivation about what challenges should be attempted in a game.''&lt;br /&gt;
&lt;br /&gt;
To avoid being perceived as toys or game systems, games need to provide goals and challenges to players to motivated them in what actions they perform when playing. Such goals are [[Main Goals]] when they describe overarching activities or game states which lead to winning the games.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
The [[Main Goals|Main Goal]] of [[Chess]] is to checkmate the opponent's king while in [[Go]] it is to surround the greatest number of empty spaces with one's stones. In the [[Super Mario series]], the [[Main Goals|Main Goal]] is connected to the narrative of defeating the plans of Mario's nemesis Bowser. Although typically played as a game without a [[Main Goals|Main Goal]], defeating the ''ender dragon'' in the game mode of [[Minecraft]] is seen as [[Main Goals|Main Goal]] as it provides access to the end credits of the game. While [[Fallout 3]] as the [[Main Goals|Main Goal]] of dealing with a damaged water purifier as completing this leads to ending slideshow, the addition of the ''Broken Steel'' DLC allows for gameplay to continue after the end of the main game.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are [[Predefined Goals]] although smaller or more exact details concerning them may be determined later (via [[Randomness]]) or may changed due to being [[Dynamic Goal Characteristic]]. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristic of some [[Predefined Goals]]. &lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
By definition, [[Unwinnable Games]] cannot have [[Main Goals]] that allow the completion of the game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' when comparing different play instances. A common way of providing this feature for these types of [[Main Goals]] is to connect it to [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, and often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
[[Main Goals]] are [[Mandatory Goals]] by definition although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27695</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27695"/>
				<updated>2023-03-15T10:17:27Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''Goals that provide players with information and motivation about what challenges should be attempted in a game.''&lt;br /&gt;
&lt;br /&gt;
To avoid being perceived as toys or game systems, games need to provide goals and challenges to players to motivated them in what actions they perform when playing. Such goals are [[Main Goals]] when they describe overarching activities or game states which lead to winning the games.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
The [[Main Goals|Main Goal]] of [[Chess]] is to checkmate the opponent's king while in [[Go]] it is to surround the most empty spaces with one's stones. In the [[Super Mario series]] the [[Main Goals|Main Goal]] is connected to the narrative of defeating the plans of Mario's nemesis Bowser. Although typically played as a game without a [[Main Goals|Main Goal]], defeating the ''ender dragon'' in the game mode of [[Minecraft]] is seen as [[Main Goals|Main Goal]] as it provides access to the end credits of the game. While [[Fallout 3]] as the [[Main Goals|Main Goal]] of dealing with a damaged water purifier as completing this leads to ending slideshow, the addition of the ''Broken Steel'' DLC allows for gameplay to continue after the end of the main game.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are [[Predefined Goals]] although smaller or more exact details concerning them may be determined later (via [[Randomness]]) or may changed due to being [[Dynamic Goal Characteristic]]. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]]. &lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
By definition, [[Unwinnable Games]] cannot have [[Main Goals]] that allow the completion of the game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' when comparing different play instances. A common way of providing this feature for these types of [[Main Goals]] is to connect it to [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
[[Main Goals]] are [[Mandatory Goals]] by definition although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27694</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27694"/>
				<updated>2023-03-15T10:16:30Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''Goals that provide players with information and motivation about what challenges should be attempted in a game.''&lt;br /&gt;
&lt;br /&gt;
To avoid being perceived as toys or game systems, games need to provide goals and challenges to players to motivated them in what actions they perform when playing. Such goals are [[Main Goals]] when they describe overarching activities or game states which lead to winning the games.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
The [[Main Goals|Main Goal]] of [[Chess]] is to checkmate the opponent's king while in [[Go]] it is to surround the most empty spaces with one's stones. In the [[Super Mario series]] the [[Main Goals|Main Goal]] is connected to the narrative of defeating the plans of Mario's nemesis Bowser. Although typically played as a game without a [[Main Goals|Main Goal]], defeating the ''ender dragon'' in the game mode of [[Minecraft]] is seen as [[Main Goals|Main Goal]] as it provides access to the end credits of the game. While [[Fallout 3]] as the [[Main Goals|Main Goal]] of dealing with a damaged water purifier as completing this leads to ending slideshow, the addition of the ''Broken Steel'' DLC allows for gameplay to continue after the end of the main game.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are [[Predefined Goals]] although smaller or more exact details concerning them may be determined later (via [[Randomness]]) or may changed due to being [[Dynamic Goal Characteristic]]. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]]. &lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
By definition, [[Unwinnable Games]] cannot have [[Main Goals]] that allow the completion of the game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' when comparing different play instances. A common way of providing this feature for these types of [[Main Goals]] is to connect it to [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27693</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27693"/>
				<updated>2023-03-15T09:49:13Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Using the pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are [[Predefined Goals]] although smaller or more exact details concerning them may be determined later (via [[Randomness]]) or may changed due to being [[Dynamic Goal Characteristic]]. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]]. &lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
By definition, [[Unwinnable Games]] cannot have [[Main Goals]] that allow the completion of the game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' when comparing different play instances. A common way of providing this feature for these types of [[Main Goals]] is to connect it to [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27692</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27692"/>
				<updated>2023-03-15T09:47:03Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Can Be Modulated By */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are typically [[Predefined Goals]] although smaller or more exact details concerning them may be determined later. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]].&lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
By definition, [[Unwinnable Games]] cannot have [[Main Goals]] that allow the completion of the game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' when comparing different play instances. A common way of providing this feature for these types of [[Main Goals]] is to connect it to [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27691</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27691"/>
				<updated>2023-03-15T09:46:38Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are typically [[Predefined Goals]] although smaller or more exact details concerning them may be determined later. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]].&lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
By definition, [[Unwinnable Games]] cannot have [[Main Goals]] that allow the completion of the game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' when comparing different play instances. A common way of providing this feature for these types of [[Main Goals]] is to connect it to [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]],&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27690</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27690"/>
				<updated>2023-03-15T09:46:26Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Using the pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are typically [[Predefined Goals]] although smaller or more exact details concerning them may be determined later. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]].&lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
By definition, [[Unwinnable Games]] cannot have [[Main Goals]] that allow the completion of the game. However, [[Unwinnable Games]] typically do have [[Main Goals]] that set up what players should strive for and how well players have ''succeeded'' when comparing different play instances. A common way of providing this feature for these types of [[Main Goals]] is to connect it to [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27689</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27689"/>
				<updated>2023-03-15T09:46:11Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are typically [[Predefined Goals]] although smaller or more exact details concerning them may be determined later. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]].&lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27688</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27688"/>
				<updated>2023-03-15T09:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Can Modulate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are typically [[Predefined Goals]] although smaller or more exact details concerning them may be determined later. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]].&lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27687</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27687"/>
				<updated>2023-03-15T09:43:18Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Using the pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. Due to this fact, [[Main Goals]] are typically [[Predefined Goals]] although smaller or more exact details concerning them may be determined later. While from a design perspective a goal is typically created as a [[Main Goals|Main Goal]] and then by necessity needs to be predefined, from a structural perspective being a [[Main Goals|Main Goal]] is a characteristics of some [[Predefined Goals]].&lt;br /&gt;
&lt;br /&gt;
A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Randomness&amp;diff=27686</id>
		<title>Randomness</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Randomness&amp;diff=27686"/>
				<updated>2023-03-15T08:57:32Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Dynamic Patterns]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Randomness Patterns]]&lt;br /&gt;
''Effects or events in the game cannot be exactly predicted.''&lt;br /&gt;
 &lt;br /&gt;
[[Randomness]] is the process of making effects and events unpredictable in games. It does not necessarily make games totally unpredictable, as [[Randomness]] usually has a structure where players can know the chances for certain effects and events. This bounded uncertainty can provide suspense since players may know in advantage which advantageous and disadvantageous results are possible before they happen. Besides the effects of uncertainty, [[Randomness]] can create variations in games so that each game instance can be different. This in turn can make games interesting to play several times independent of how much variety comes from the players' actions in the game.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Very few card games do not randomize the cards by shuffling them before giving the players their cards. Not doing so would ruin nearly all games, and especially games that include some form of gambling. [[Contract Bridge]], [[Texas Hold'em]] and [[Blackjack]] all examples of popular card games where the cards are shuffled before play and [[Magic: The Gathering]] and the [[Pokémon Trading Card Game]] are similar examples from [[:Category:Collectible Card Games|Collectible Card Games]]. Card games with other card sets also make use of [[Randomness]], especially games such as [[Race for the Galaxy]] and [[Dominion]] where the draw stacks need to be reshuffled several times during the games.&lt;br /&gt;
&lt;br /&gt;
Roleplaying games such as [[Dungeons &amp;amp; Dragons]] and [[GURPS]] use [[Randomness]] to determine the outcome of battles and skill tests. Other common uses of [[Randomness]] in these games are in the generation of player characters ([[Dungeons &amp;amp; Dragons]] and [[Warhammer Fantasy Roleplay]]) and random encounters to spice up the game world ([[Dungeons &amp;amp; Dragons]] and [[Mutant]]) and give the players the impression that there is more to the game world than they experience.&lt;br /&gt;
&lt;br /&gt;
Some computer games where exploration constitutes a major part of gameplay, e.g. such as [[Minecraft]], [[NetHack]], and [[Diablo]], create dungeons using pseudo-random system. By doing so they can be replayed several times with different challenges each time.&lt;br /&gt;
&lt;br /&gt;
The [[Left 4 Dead series]] mixes [[Randomness]] with decisions by the AI director to vary when players will encounter special types of infected or hordes of common infected. Likewise the location and types of weapons and other equipment found in randomized. [[Left 4 Dead 2]] expands this by also randomizing which paths are open and which are blocked along the route the players need to move.&lt;br /&gt;
&lt;br /&gt;
See the category of [[:Category:Games of Chance|Games of Chance]] on this wiki for additional examples.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Randomness]] can be used both before gameplay begins to create [[Asymmetric Starting Conditions]] or to affect ongoing gameplay. One example common to [[:Category:Roleplaying Games|Roleplaying Games]] such as [[Dungeons &amp;amp; Dragons]], [[Hârnmaster]], and [[Traveller]] is to include [[Randomness]] in the process for constructing [[Player-Created Characters]] (but see [[GURPS]] and the [[Storytelling System]] for examples not using [[Randomness]]). In [[:Category:Card Games|Card Games]] using [[Trumps]], this may also be randomly determined before gameplay begins. For affecting gameplay as it happens, [[Randomness]] can be used to determine what effects an event or action should have, who should be effected by an event or be allowed to choose an outcome, and when an effect should begin and for how long it should persist. Basically all types of actions and events can be modified by [[Randomness]] but the common ones include any that involves [[Skills]] (including [[Critical Failures]] and [[Critical Successes]]), [[Combat]] (including creating [[Critical Hits]] or [[Critical Misses]]), [[Movement]] (for both [[Agents]] and [[Moveable Tiles]]), [[Rewards]] (including [[Free Gift Inventories]]), and [[Penalties]]. [[Randomness]] can also be used to make the order in which [[Turn Taking]] is done unpredictable. The specifics of goals may also affected by [[Randomness]], e.g. to create [[Varied Gameplay]] in [[Quests]] or related to overcoming [[Enemies]], and for [[Ephemeral Goals]] this may include when they appear and how long they exist.&lt;br /&gt;
&lt;br /&gt;
In computers and video games, [[Randomness]] is typically generated through pseudo-random sequences that are not random according to scientific definitions but seem random to casual observations. In [[Self-Facilitated Games]], [[Paper-Rock-Scissors]] are often used for the purpose of generating [[Randomness]] (even though the game itself has national and international competitions&amp;lt;ref name=&amp;quot;PRS&amp;quot;/&amp;gt;) since this requires no additional game elements.&lt;br /&gt;
&lt;br /&gt;
Dedicated game elements used to create [[Randomness]] are [[Dice]], [[Cards]] and (less commonly) [[Tiles]]; in the two latter cases this is often to create randomized [[Hands]] through [[Drawing Stacks]] or [[Decks]]. [[Bag Building]] allowed [[Tokens]] to be used in a similar fashion. The main difference between [[Dice]] and the other options is that of memory and static distribution. The roll of [[Dice]] is unaffected by previous rolls, so the randomization process can be seen as having no memory and the chances for any result are exactly the same as they were the previous time. [[Cards]], on the other hand, use outcome like a form of [[Non-Renewable Resources]], so [[Cards]] can support [[Memorizing]] since players who have done this have better chances of predicting what cards will appear next. The use of [[Deck Building]] allows players influence on which [[Cards]] will be randomized from in [[Drawing Stacks]] or [[Decks]]. [[Tiles]] can be used to create [[Randomness]] in the same fashion as [[Cards]], in this case most typically for [[Tile-Laying]] (e.g. [[Carcassonne]] or [[Drakborgen]]). One option for generating these types of [[Drawing Stacks]] is to use [[Stack Seeding]], putting specific [[Cards]] or [[Tiles]] in specific regions of the [[Drawing Stacks]], since this can help give a form of [[Predetermined Story Structures|Predetermined Story Structure]] to the gameplay. By doing so the game [[Pandemic]] distributes the outbreak of diseases evenly throughout the game while keeping the exact moments random, and [[Thunderstone]] does the same with ''Guardians'' and the ''Thunderstones'' themselves.  The second version of the board game [[Drakborgen]] uses the same mechanic to place the dragon's lair somewhere near the center of the board. &lt;br /&gt;
&lt;br /&gt;
The randomness of a random outcome can be influenced in several ways. Using several [[Dice]] or [[Cards]] together to generate an outcome allows distributions to have higher likelihood for some results and less for others (i.e. have distributions closer to normal or bell curve distributions). Generating many outcomes but letting players choose one provides [[Freedom of Choice]] while at the same time making [[Perceivable Margins]] apparent since the distributions are radically shifted depending on the number of outcomes (e.g. [[Bloodbowl]] for use of this pattern). [[Drafting Spreads]] and other ways of combining [[Drafting]] with [[Freedom of Choice]] (as in [[Small World]] or [[Ticket to Ride]] but also present as an optional rule in [[Race for the Galaxy]]) are variations of this, and can create [[Asymmetric Information]] and [[Uncertainty of Information]] among players when the choices or outcomes are not [[Public Information]]. How already used cards are reshuffled into the [[Drawing Stacks|Drawing Stack]] can also be used to change the distribution of outcomes. This is used in [[Pandemic]], where after an ''epidemic card'' is drawn all cards in the [[Discard Piles|Discard Pile]] are shuffled and placed on the top of the [[Drawing Stacks|Drawing Stack]], increasing the likelihood that diseases will break out in already affected cities.&lt;br /&gt;
&lt;br /&gt;
The above options can be used uniformly through out game sessions or be influenced by the current game state. Letting what happens in the game influence how the randomization is done allows the construction of [[Positive Feedback Loops]] or [[Negative Feedback Loops]]. Racing games such as [[Mario Kart]] and [[Super Monkey Ball]] use the latter to create [[Balancing Effects]] by giving leading players more passive and less aggressive [[Pick-Ups]] while giving trailing players the opposite. [[Bloodbowl]] is an example of both, where the number of [[Dice]] used is part of the skills of the [[Characters]], which do not change during the game, and their positions in relation to each other, which does.&lt;br /&gt;
&lt;br /&gt;
When games have too much [[Randomness]], the use of [[Fixed Distributions]] can regulate this. While [[Fixed Distributions]] is one form of [[Misfortune Mitigation]], other forms of [[Misfortune Mitigation]] can be used to focus more specifically at removing negative effects of [[Randomness]].&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
Rather than being something that may be difficult to describe thematically, [[Randomness]] in the real world is easy to translate into a game setting although the outcomes and their likelihoods may not be comparable with the real world. [[Randomness]] can also be used as a way of getting around having too fine granularity in a game system when trying to model a world, instead of providing detailed deterministic rule a randomized outcome can simulate this. Examples of real-world concepts that are often modeled in games partially through [[Randomness]] include [[Combat]], and especially [[Damage]] or the [[Variable Accuracy]] real-life aiming has, and the starting skills and conditions for [[Characters]]. The use of [[Skills]] that represent many actions or actions done in hazardous situations also make use of [[Randomness]] to abstract complex situations into a manageable situation in game terms.&lt;br /&gt;
&lt;br /&gt;
On a more concrete plane, [[Randomness]] can be used to change the specifics of [[Game Worlds]] or [[Levels]] by simply making the locations or appearances of game elements different for each game instance - or change the actual worlds if they are [[Reconfigurable Game Worlds]]. While this may create [[Varied Gameplay]], randomly created [[Game Worlds]] or [[Levels]] may cause problems with [[Player Balance]] or the possibility of having [[Predetermined Story Structures]], [[Randomness]] can go a step further and create fully [[Procedurally Generated Game Worlds]]. If done with moderation, [[Randomness]] can also be used to provide [[Unpredictable Behavior]] to a [[Game System Player]] or [[Agents]] based upon [[Algorithmic Agents]], and can thereby help make it less easy to deduct the underlying rules. It can also provide variation to [[Generic Adversaries]] while still maintaining the commonality among these.&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
The way players generate [[Randomness]] in a game can be vital in determining if they feel they have direct influence on events or if they feel that [[Luck]] matters most in the game. Although this may vary significantly between players, [[Dice]] and [[Cards]] are physically handle by the players themselves are may thereby promote player agency more than other means such as computer generated results.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Probably the most basic consequence of using [[Randomness]] in games is that it introduces an [[Uncertainty of Outcome]]. [[Randomness]] has a close but fickle relation to players' perception of how they can influence a game. When players feel that they have some influence on how the randomization is done, e.g. by physically shaking and rolling a die, [[Randomness]] can provide them with an [[Exaggerated Perception of Influence]] if they believe in [[Luck]] and can thereby promote enough illusion of influence to support games with [[No Direct Player Influence]]. However, if they do not believe in it the effect might be completely opposite. As long as players feel [[Exaggerated Perception of Influence]], or are emotionally affected by the outcome (e.g. through the use of [[Betting]]), [[Randomness]] can create [[Tension]] but may equally well ruin already existing [[Tension]] if it is based upon [[Gameplay Mastery]]. Regardlessly, the use of [[Randomness]] does work against the influence of players' own performance, i.e. it works against the use of [[Performance Uncertainty]] and can lessen feeling of [[Further Player Improvement Potential]]. When players have the choice to perform or not perform actions based upon [[Randomness]] this gives them the opportunity to take a [[Leap of Faith]]. [[Randomness]] can support [[Spectacular Failure Enjoyment]] when it create extreme or impossible odds but which still take time to play through, and random events that are either very unlikely or have significant impact on the gameplay are likely to be seen as [[Exceptional Events]]. [[Explicit Random Seeds]] allows players to reuse the same random starting positions several times but doesn't remove [[Randomness]] since different players actions from the same starting position quickly leads to very different game states typically.&lt;br /&gt;
&lt;br /&gt;
Depending on how [[Randomness]] affects events or actions in a game, its presence can have many different consequences. Randomizing can modify [[Predefined Goals]] and the [[Delayed Effects]] of events; it can create [[Predetermined Story Structures]] from several different events (potentially [[Never Ending Stories]]); and it can make [[Experimenting]] more difficult but also make it necessary (e.g. testing potions in [[NetHack]]). [[Randomness]] for which players actions are available can force [[Varied Gameplay]]; players of [[Dominion]] are for example limits to the actions of the cards they have drawn. When the exact outcome of events that follow players actions is uncertain they may still have a [[Determinable Chance to Succeed]] and make a [[Risk/Reward]] choice that does not depend on any skill they have, and thereby reduces pressure on their own performance. Using [[Randomness]] to create variation in what is required to succeed with [[Puzzle Solving]] activities is a way to create [[Replayability]] in puzzle-based games.&lt;br /&gt;
&lt;br /&gt;
More generally, [[Randomness]] makes it impossible to have [[Perfect Information]] about actions and events in the game. This can be true even if players have complete access to the game state (e.g. through [[Game State Overviews]]) since future events cannot be calculated. When introduced in games it thereby makes [[Predictable Consequences]] more difficult and give players [[Limited Foresight]] and [[Limited Planning Abilities]], and can be used to avoid the presence of a [[Predictable Winner]] (and thereby also [[Kingmaker]]). This can make [[Strategic Planning]] difficult as well, although knowing the probabilities involved can still allow [[Strategic Planning]] on a higher level of abstraction. This is usually done for three reasons: to generate [[Asymmetric Resource Distribution]], ensure [[Imperfect Information]], or lessen the risk of [[Analysis Paralysis]] in the games. By doing so a game can thematically simulate events in the real world that are chaotic and unpredictable but can also may [[Replayability]] more likely to be interesting since each game instance will have variations. Given that players may have some information about the [[Randomness]] distribution the patterns often supports a bounded case of [[Uncertainty of Information]]. This can encourage players to perform [[Memorizing]] of the distributions to gain [[Strategic Knowledge]] that can be used to make better [[Risk/Reward]] choices. In the case of [[Cards]], players may also do [[Memorizing]] of the cards played or revealed to be able to know the distribution of the remaining cards. When [[Randomness]] is used to add actions to [[Collaborative Actions]], this can make it easier to make the others actions into [[Anonymous Actions]].&lt;br /&gt;
&lt;br /&gt;
[[Randomness]] can in itself create an unstable form of [[Player Balance]]. It is unstable because all players may have equal chances to receive what is randomized, but as soon as the outcome becomes apparent, players may feel disadvantaged. Similarly, the presence of [[Randomness]] typically provides a weak form of [[Balancing Effects]], as the outcome is not affected by players' skills and affects all players impartially. These [[Balancing Effects]] become stronger the more [[Randomness]] is introduced if the outcome produces [[Arithmetic Progression]] rather than [[Geometric Progression]]. However, this tends to lessen the chance for [[Perceivable Margins]] depending on players' skills in games and makes [[Gameplay Mastery]] less noticeable. It can also ruin possibilities for players to feel [[Value of Effort]] regarding their actions when the [[Randomness]] has bigger impact on outcomes, or when [[Randomness]] can tip outcomes from being successful ones to being unsuccessful ones. [[Randomness]] can mask [[Balancing Effects]] by having separate by overlapping distributions for players depending on their position when providing [[Penalties]] or [[Rewards]]; one example when this is done is when players pick up [[Power-Ups]] where the effect is decided through [[Randomness]].&lt;br /&gt;
&lt;br /&gt;
The use of [[Randomness]] can limit the influence of [[Dedicated Game Facilitators]] but is usual only interesting if the facilitation is done by other humans. A special case when this is more likely to be interesting is in roleplaying games (such as [[Dungeons &amp;amp; Dragons]] or [[GURPS]]), since the [[Game Masters]] there wield life and death powers over the [[Player Characters]] and is in some sense a player also. [[Randomness]] can of course due to its unpredictability kill [[Player Characters]] when neither [[Game Masters]] nor players wish this to occur; [[Fudged Results]] offer an escape from this.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Asymmetric Starting Conditions]], &lt;br /&gt;
[[Balancing Effects]], &lt;br /&gt;
[[Critical Failures]], &lt;br /&gt;
[[Critical Hits]], &lt;br /&gt;
[[Critical Misses]], &lt;br /&gt;
[[Critical Successes]], &lt;br /&gt;
[[Exaggerated Perception of Influence]], &lt;br /&gt;
[[Exceptional Events]], &lt;br /&gt;
[[Experimenting]], &lt;br /&gt;
[[Imperfect Information]], &lt;br /&gt;
[[Limited Foresight]], &lt;br /&gt;
[[Limited Planning Ability]], &lt;br /&gt;
[[Luck]], &lt;br /&gt;
[[Memorizing]], &lt;br /&gt;
[[Player Balance]], &lt;br /&gt;
[[Procedurally Generated Game Worlds]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Risk/Reward]], &lt;br /&gt;
[[Spectacular Failure Enjoyment]], &lt;br /&gt;
[[Strategic Knowledge]], &lt;br /&gt;
[[Tension]], &lt;br /&gt;
[[Uncertainty of Information]], &lt;br /&gt;
[[Uncertainty of Outcome]], &lt;br /&gt;
[[Unpredictable Behavior]], &lt;br /&gt;
[[Variable Accuracy]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Exaggerated Perception of Influence]] ====&lt;br /&gt;
[[No Direct Player Influence]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Enemies]], [[Game Worlds]], or [[Levels]] ====&lt;br /&gt;
[[Varied Gameplay]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Ephemeral Goals]] or [[Quests]] ====&lt;br /&gt;
[[Varied Gameplay]], &lt;br /&gt;
[[Replayability]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Agents]], [[Algorithmic Agents]], [[Asymmetric Resource Distribution]], &lt;br /&gt;
[[Balancing Effects]], &lt;br /&gt;
[[Betting]], [[Characters]], [[Collaborative Actions]], &lt;br /&gt;
[[Combat]], &lt;br /&gt;
[[Damage]], &lt;br /&gt;
[[Dedicated Game Facilitators]], [[Delayed Effects]], [[Determinable Chance to Succeed]], &lt;br /&gt;
[[Ephemeral Goals]], &lt;br /&gt;
[[Free Gift Inventories]], &lt;br /&gt;
[[Game Masters]], &lt;br /&gt;
[[Game System Player]], &lt;br /&gt;
[[Game Worlds]],&lt;br /&gt;
[[Generic Adversaries]], &lt;br /&gt;
[[Hands]], &lt;br /&gt;
[[Levels]], &lt;br /&gt;
[[Moveable Tiles]], &lt;br /&gt;
[[Movement]], &lt;br /&gt;
[[Never Ending Stories]], [[Penalties]], &lt;br /&gt;
[[Player-Created Characters]], &lt;br /&gt;
[[Power-Ups]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Predetermined Story Structures]], &lt;br /&gt;
[[Predictable Consequences]], &lt;br /&gt;
[[Puzzle Solving]], &lt;br /&gt;
[[Reconfigurable Game Worlds]], &lt;br /&gt;
[[Tile-Laying]], &lt;br /&gt;
[[Trumps]], &lt;br /&gt;
[[Turn Taking]], &lt;br /&gt;
[[Quests]], &lt;br /&gt;
[[Quick Games]], &lt;br /&gt;
[[Rewards]], &lt;br /&gt;
[[Skills]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Bag Building]], &lt;br /&gt;
[[Cards]], &lt;br /&gt;
[[Decks]], &lt;br /&gt;
[[Drawing Stacks]], [[Dice]], &lt;br /&gt;
[[Paper-Rock-Scissors]], [[Tiles]], &lt;br /&gt;
Pseudo-random number generation&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Deck Building]], &lt;br /&gt;
[[Dedicated Game Facilitators]], &lt;br /&gt;
[[Drafting]], &lt;br /&gt;
[[Drafting Spreads]], &lt;br /&gt;
[[Explicit Random Seeds]], &lt;br /&gt;
[[Fixed Distributions]], &lt;br /&gt;
[[Freedom of Choice]], &lt;br /&gt;
[[Fudged Results]], &lt;br /&gt;
[[Game Masters]], &lt;br /&gt;
[[Misfortune Mitigation]], &lt;br /&gt;
[[Non-Renewable Resources]],&lt;br /&gt;
[[Stack Seeding]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Analysis Paralysis]], &lt;br /&gt;
[[Dedicated Game Facilitators]], &lt;br /&gt;
[[Exaggerated Perception of Influence]]&lt;br /&gt;
[[Experimenting]], &lt;br /&gt;
[[Further Player Improvement Potential]], &lt;br /&gt;
[[Game Masters]], &lt;br /&gt;
[[Gameplay Mastery]], &lt;br /&gt;
[[Kingmaker]], &lt;br /&gt;
[[Perceivable Margins]], &lt;br /&gt;
[[Perfect Information]],&lt;br /&gt;
[[Performance Uncertainty]], &lt;br /&gt;
[[Player Balance]], &lt;br /&gt;
[[Predetermined Story Structures]],  &lt;br /&gt;
[[Predictable Winner]], &lt;br /&gt;
[[Strategic Planning]], &lt;br /&gt;
[[Value of Effort]]&lt;br /&gt;
&lt;br /&gt;
== History ==&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;
&lt;br /&gt;
== References ==&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;ref name=&amp;quot;PRS&amp;quot;&amp;gt;Wikipedia entry for [http://en.wikipedia.org/wiki/Paper-rock-scissors Paper-Rock-Scissors].&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
Jose Zagal&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Predefined_Goals&amp;diff=27685</id>
		<title>Predefined Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Predefined_Goals&amp;diff=27685"/>
				<updated>2023-03-15T08:55:32Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''Goals of the game that have been predefined by designers before gameplay begins.''&lt;br /&gt;
&lt;br /&gt;
[[Predefined Goals]] are preset by the game designer, quite often arranged in a rigid hierarchy, which can only be adaptable by players' choices or interpretations if the design allows it. All winnable games, i.e., games where there exists a game state that defines one or several winners, have the predefined primary goal that can be stated as ''win the game'' but predefined goals that are explicit prerequisite for that game are very common. Other [[Predefined Goals]] are not directly tied to winning a game but helps players through improving the game state in a specific way if they are achieved, and through this help players plan how they should act while playing. &lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
[[Chess]] has the [[Predefined Goals]] for each player to checkmate the other player's king. [[Monopoly]] has the [[Predefined Goals|Predefined Goal]] of eliminating all other players by driving them into bankruptcy.&lt;br /&gt;
&lt;br /&gt;
Games of [[StarCraft]] is won by eliminating all the units of the opponents, although human opponents may surrender before this happens.&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
[[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] such as [[Dungeons &amp;amp; Dragons]] don't provide players (or [[Game Masters]]) with [[Predefined Goals]]. Instead, it is up to [[Game Masters]] to propose goals to the players' [[Characters]] that the players can adopt or invent their own for their [[Characters]].&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
A requirement of [[Predefined Goals]] is that the needs to complete the goal and the effects of doing so are determined before gameplay begins. This means that some [[Rewards|Reward]] in addition to the normal consequences of actions or game states are added if a [[Predefined Goals|Predefined Goal]] should be created. The requirement of [[Predefined Goals]] existing before gameplay begins is a way of capturing that players should perceive them as not being created for them on the fly, this means that goals introduced through [[Expansions]] or by being created by [[Game Masters]] can effectively work as [[Predefined Goals]]. &lt;br /&gt;
&lt;br /&gt;
[[Main Goals]], [[Mandatory Goals]], and [[Supporting Goals]] can all be [[Predefined Goals]]. Since their relation to other goals are defined before gameplay begins, [[Predefined Goals]] can easily be used to create [[Goal Hierarchies]] or [[Selectable Set of Goals]]. While the existence of [[Predefined Goals]] is given due to them being predefined players may only have access to them for specific moments in the game, i.e. they may be [[Ephemeral Goals]]. &lt;br /&gt;
&lt;br /&gt;
Not all aspects of a goal needs to be set in advance for goals to work as [[Predefined Goals]]. As long as enough information is presented to players to let them plan how to work towards the goal and what the consequences of fulfilling or failing the goal are imaginable, a goal can functionally works as a [[Predefined Goals|Predefined Goal]]. The additional aspects of the goals can then be set using [[Randomness]] as needed. This may not be perceived by players since only revealing part of the information about the [[Predefined Goals]] initially and later parceling out the additional information can give the same player experience.&lt;br /&gt;
&lt;br /&gt;
How players become aware of [[Predefined Goals]] is another design choice. They may simply be part of the general information about the rules of the games, as is the case for [[Chess]] and [[Go]], and which case players have both [[Perfect Information|Perfect]] and [[Symmetric Information]] about the goals. They may be provided before gameplay begins but be randomized (and secret to other players). Examples of games using this solution is [[Ticket to Ride]] where players get goal cards in the beginning of the game and [[Gloomhaven]] where before each scenario players get two random ''battle goal'' cards to choose between. This provides some players with [[Perfect Information]] about them and creates [[Asymmetric Information]] in the game. Of course, [[Predefined Goals]] can also be [[Unknown Goals]] (typically only for a limited amount of time so players at some point can start to strive towards them), this lets players have [[Imperfect Information]] about the goals of a game. The awareness of [[Predefined Goals]] can also occur through [[Information Passing]] so the information about the [[Predefined Goals]] are done more or less diegetically (see the narration aspects section below). &lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Predefined Goals]] that are introduced when gameplay is in progress is often tied to [[Narration Structures]] of a game. If the goals are goals that are given to the players' [[Characters]], the use of [[Factions]] or [[NPCs]] are often suitable solutions. For continuity reasons, [[Predefined Goals]] that support [[Narration Structures]] are typically [[Predefined Goals]] since they would otherwise reveal things prematurely or cause breaks in the order in which narrative events occur.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
&lt;br /&gt;
[[Predefined Goals]] let players have goals that are designed for specific purposes in a game. Being able to fulfill them efficiently or repeatedly over game instances are not only an indicator but a reason for players being able to reach [[Gameplay Mastery]] of games with them. While this effect of [[Predefined Goals]] applies regardless of if players know which [[Predefined Goals]] they have at the beginning of the game, [[Predefined Goals]] that are also [[Unknown Goals]] let players acquire [[Strategic Knowledge]] between game instances. &lt;br /&gt;
&lt;br /&gt;
[[Predefined Goals]] help create [[Enforced Agent Behavior]] since require players to strive towards specific game states, especially if players must succeed with the [[Predefined Goals]] as part of completing a game.&lt;br /&gt;
&lt;br /&gt;
The presence of [[Predefined Goals]] in a game can guarantee [[Internal Rivalry]]. When players have several [[Predefined Goals]] to choose from they are provided a [[Freedom of Choice]] which can also support [[Player-Planned Development]]. However, the presence of many goals, or goals that are difficult to choose from, can lead to [[Analysis Paralysis]].&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Enforced Agent Behavior]], &lt;br /&gt;
[[Gameplay Mastery]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Selectable Set of Goals]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Unknown Goals]] ====&lt;br /&gt;
[[Strategic Knowledge]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Analysis Paralysis]], &lt;br /&gt;
[[Freedom of Choice]], &lt;br /&gt;
[[Internal Rivalry]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Player-Planned Development]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Factions]], &lt;br /&gt;
[[NPCs]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Asymmetric Information]], &lt;br /&gt;
[[Ephemeral Goals]], &lt;br /&gt;
[[Imperfect Information]], &lt;br /&gt;
[[Information Passing]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Mandatory Goals]], &lt;br /&gt;
[[Perfect Information]], &lt;br /&gt;
[[Randomness]], &lt;br /&gt;
[[Symmetric Information]], &lt;br /&gt;
[[Unknown Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Predefined Goals'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27684</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27684"/>
				<updated>2023-03-15T08:48:27Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27683</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27683"/>
				<updated>2023-03-15T08:47:32Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Using the pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both (to complicate things, [[Mandatory Goals]] may also be defined as completing one or a few goals from a larger pool of goals). In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], [[Polyathlons]] and [[Tournaments]] are [[Goal Hierarchies]] that make use of [[Main Goals]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] have clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. One way of combining the two are through [[Main Quests]]. &lt;br /&gt;
&lt;br /&gt;
Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27682</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27682"/>
				<updated>2023-03-15T08:42:11Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
[[Main Goals]] are goals that give players motivation and information about what they should do in a game, and often how they may complete it. A game can have one or many [[Main Goals]] and a basic design consideration for a game is if should have zero, one, or many [[Main Goals]] - and if it has many [[Main Goals]] if all or just some (or one) of these need to be completed to complete the game. Games without [[Main Goals]] that allow the completion of a game are in most cases [[Unwinnable Games]], but these games still typically have [[Main Goals]] to indicate what players should strive for while playing, e.g. to [[Survive]] for as long as possible.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] often make use of [[Goal Hierarchies]], where the [[Main Goals]] can either be seen as the top goal or the hierarchy as a whole. Individual nodes in such [[Goal Hierarchies]] can consist of [[Mandatory Goals]] or [[Supporting Goals]] or a mixture of both. &lt;br /&gt;
&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
 or - if one wishes to have several sequential [[Main Goals]] within one game - a main branch in a [[Goal Hierarchies|Goal Hierarchy]] that needs to be completed. In these structures, the other nodes of the hierarchies consist of [[Supporting Goals]] which can be supporting in either making &lt;br /&gt;
&lt;br /&gt;
, they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches. Games with [[Main Goals]] that make use of [[Goal Hierarchies]] often present many goals as [[Main Goals]] for narration reasons (e.g., first the rampaging of evil forces needs to be contained, then the source of the evil needs to be identified, and finally the evil needs to be vanquished) and players may only become aware of [[Main Goals]] as the narration progresses to align with the diegetic information [[Player Characters]] gain.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27681</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27681"/>
				<updated>2023-03-15T08:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27680</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27680"/>
				<updated>2023-03-08T09:34:36Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Using the pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27679</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27679"/>
				<updated>2023-03-08T09:34:25Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
[[Narration Structures]] and [[Main Goals]] represent two different approaches to motivating players to want to play a game: experiencing a narrative and being motivated to perform gameplay actions. Because of this, they can be, are often are, designed to support each other with the intension of providing a combined motivation that is stronger that the individual parts and that isn't as affected by players' preferences regarding what motivated them more of the two approaches.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27678</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27678"/>
				<updated>2023-03-08T09:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27677</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27677"/>
				<updated>2023-03-08T09:26:05Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Can Be Modulated By */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Scores]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Scores&amp;diff=27676</id>
		<title>Scores</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Scores&amp;diff=27676"/>
				<updated>2023-03-08T09:25:38Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Using the pattern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanical Patterns]]&lt;br /&gt;
[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''Numerical values used in games to determine winners.''&lt;br /&gt;
&lt;br /&gt;
Many games determine a winner for each game instance, or at least an ordering of how well players managed to reach the goals offered by the game (which can include having people tied in how well they succeeded). Games that do this through providing each player or team with a numerical value uses [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Many [[:Category:Board Games|Board Games]] use [[Scores]] to determine a winner. Some, e.g. [[Hare and Tortoise]] and [[Settlers of Catan]], end when a player has a high enough [[Scores|Score]] while others, e.g. [[Carcassonne]], [[Egizia]], [[Race for the Galaxy]], and [[Ticket to Ride]], end due to specific requirements and [[Scores]] are then counted. Scenarios in [[Memoir '44]] are typically not balanced between the two sides but through using scores for each game players can switch sides after a first game instance and compare their results of two game instances to get a balanced combined score.&lt;br /&gt;
&lt;br /&gt;
[[Scores]] are used to determine the winner in [[Go]] but not in [[Chess]] (unless someone surrenders in [[Go]]). However, in tournaments [[Scores]] can be used based on winning individual game instances, and the rankings one can achieve through participating in organized games and tournaments can be seen as a type of meta [[Scores|Score]].&lt;br /&gt;
&lt;br /&gt;
Several [[:Category:Computer Games|Computer Games]] use [[Scores]] as ways of letting players of single-player games be able to compare themselves to other players and previous times they have played. Examples of such games include [[Bejeweled]], [[Icy Tower]], and [[Staries]]. &amp;quot;Deathmatch&amp;quot; version of [[:Category:FPS Games|FPS Games]] such as the [[Quake series]] and the [[Unreal Tournament series]] have the number of kills one has made as [[Scores]] (killing oneself is typically counted as -1 kill). Other games, e.g. [[Candy Crush Saga]],  don't have global [[Scores]] but which level a player has reached can function as a form of [[Scores|Score]] in them since it does show how far players have managed to progress.&lt;br /&gt;
&lt;br /&gt;
Team vs. team play in the [[Left 4 Dead series]] give points to the infected team based on how far they managed to traverse a level. Since the teams have asymmetrical abilities and starting positions (like [[Memoir '44]]), the roles as reversed so both teams play as infected and the [[Scores]] they get are compared to determine winners.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ticket system&amp;quot; in the [[Battlefield series]] can be seen as an inverse [[Scores|Score]]. Each time starts with a certain amount and lose 1 ticket for each death in their team and not controlling enough flags result in tickets being removed at regular intervals. The amount of tickets the winning team has is through this basically a [[Scores|Score]] like [[Scores]] in other games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
Designing a system for [[Scores]] in a game consists of deciding when players [[Scores]] are adjusted, how much they are adjusted by, and if there are certain [[Scores|Score]] values which activate events, including ending the game. The last case is shows how [[Scores]] can be part of defining [[Main Goals]] and how [[Scores]] can often create [[Races]] (but see [[King of the Hill]] for an alternative).&lt;br /&gt;
&lt;br /&gt;
[[Scores]] are typically a numeric value attached to individual players or [[Teams]]. In games where [[Collections]] of [[Resources]] are used to calculate victory, this combination of patterns create a type of [[Scores|Score]] system. However, some other attributes can be viewed as [[Scores]] so games without explicit [[Scores]] can have them implicitly. [[Character Levels]] is one such example since they can represent how much effort and skill players have put into the gameplay. [[Handicap Systems]] used in [[Go]] and [[Golf]] is another example since these can be seen as [[Scores]] in the [[Meta Games|Meta Game]] of being a good player in these games. In games where players progress in unlimited by lives over time and try to complete [[Levels]], e.g. [[Candy Crush Saga]] or [[Peggle]], the scoring of which [[Levels]] one has completed in [[Abstract Player Constructs]] serve a similar function to [[Scores]] in other [[Single-Player Games]]. &lt;br /&gt;
&lt;br /&gt;
Generalizing, [[Scores]] are typically increased as [[Rewards]] for succeeding with goals and decreased as [[Penalties]] for failing to succeed with goals. [[Pick-Ups]] and [[Combos]] are two patterns which quite often are directly linked to providing increased [[Scores]]. The actual update or finalization of [[Scores]] may be a [[Death Consequences]] but dying may in itself result in [[Scores]] decreasing so the patterns can modify each other. [[Handicap Systems]] can be used to both offer different starting [[Scores]] for players or to modify how they are given and removed, in both cases to create [[Player Balance]]. [[Revoke Rules]] are a special case of [[Penalties]] that apply to players for failing to follow rules (typically in games with [[Trick Taking]]).&lt;br /&gt;
&lt;br /&gt;
While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scores]]. A common examples is increasing the number of [[Lives]] one has when reaching certain [[Scores]]; [[Pinball Dreams]] does this through providing a jackpot value common for all players that can provide [[Lives]].&lt;br /&gt;
&lt;br /&gt;
[[Scores]] can be seen as [[Investments]] in games where players have choices between trying to improve their possibilities to affect future gameplay, i.e. create [[Gameplay Engines]], and getting points for their [[Scores]]. Players of both [[Dominion]] and [[Race for the Galaxy]] need to make decisions of this nature as part of considering to do a [[Construction/Scoring Phase Shift]]. When [[Scores]] can intentionally be decreased by players as a way of performing others actions ([[Murano]] is an example of this), [[Scores]] become [[Resources]] (so they can be both [[Resources]] and [[Investments]] at the same time).&lt;br /&gt;
&lt;br /&gt;
[[Scores]] can affect all types of [[:Category:Winning Patterns|Winning Patterns]]. For games with [[Winning by Ending Gameplay]], they can either be the cause of gameplay ending when a player reaches a certain [[Scores|Score]] or be [[Tiebreakers]] if several players can end gameplay at the same time. For [[Unwinnable Games]] they are a form of  [[Progress Indicators]] while they are typically the prime way of determining winners in games using [[Winner determined after Gameplay Ends]] but may be complemented by [[Tiebreakers]]. While [[Scores]] in [[Multiplayer Games]] rather obviously give players ways of having [[Competition]] against each other, they can work the same way in [[Single-Player Games]] through the use of [[High Score Lists]] to let players compete against themselves or others through comparing [[Scores]] between game instances (an example of using [[Scores]] as [[Trans-Game Information]]).&lt;br /&gt;
&lt;br /&gt;
The possibilities of increasing [[Scores]] can be set up so that they become [[Risk/Reward]] choices, typically that one takes higher risks of not getting any points (or a risk of getting negative points) for the chance of getting more points if one gets any points at all. The distribution of  individual ways of increasing (or decreasing) [[Scores]] can be set up to follow [[Arithmetic Progression|Arithmetic]], [[Geometric Progression|Geometric]], or [[Discontinuous Progression]]. Motivations for which of these progression schemes as most suitable depend very much on the specifics of a game design but [[Geometric Progression]] may be more suitable in cases where a design should have [[Higher-Level Closures as Gameplay Progresses]]. [[Time Limited Game Instances]] can be used to put implicit maximum limits to the [[Scores]] possible and let players compete on being as quick as possible in gathering points rather than as efficient as possible.&lt;br /&gt;
&lt;br /&gt;
[[End State Scoring]] and [[Secret Scoring Mechanisms]] are two general ways of modifying how [[Scores]] work in a game, both promoting [[Tension]] and [[Uncertainty of Outcome]]. [[Scores]] can easily be tied to [[Extra-Game Consequences]] through [[Gambling]], i.e. through requiring payment in money to play and offering payment back as [[Rewards]]. &lt;br /&gt;
&lt;br /&gt;
When tying events and [[Extra-Game Consequences]] to [[Scores]] it may be necessary to consider if [[Tied Results]] are possible and should be allowed. [[Tiebreakers]] is the solution to avoid having [[Tied Results]]. &lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
[[Scores]] are often difficult to explain within a game's theme, so using it easily breaks [[Thematic Consistency]] and often thereby also [[Diegetic Consistency]].&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
[[Scores]] are typically important information in games where they are used, and for this reason often part of [[Gameplay Statistics]] and [[Game State Indicators]]. [[Score Tracks]] is a specific interface (or visualization) component dedicated for this.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
[[Scores]] are probably the most basic and one of the most used elements in [[Abstract Player Constructs]]. They make games have the [[Continuous Goals|Continuous Goal]] of [[Collecting]] points which can also be seen as a [[Races|Race]] to either first reach a certain [[Scores|Score]] or have the highest [[Scores|Score]] when gameplay ends. Through this they act as [[Facilitating Rewards]] in the sense that they facilitate players in being able to end or win games. They make easy values to use as [[Trans-Game Information]] in [[Tournaments]] which can result in [[Player Elimination]] for those with low [[Scores]], and can easily act as [[Tiebreakers]] in games built to use [[Back-to-Back Game Sessions]] ([[Memoir '44]] being an example of this). In games with phases, a focus on increasing one's [[Scores|Score]] as much as possible it typically a characteristics of an [[Exploitation]] phase.&lt;br /&gt;
&lt;br /&gt;
If [[Scores]] can be used as [[Resources]], they are typically [[Non-Localized Resources]]. When publicly accessible, they simultaneously are a type of [[Progress Indicators]] and [[Game State Overviews]] which create [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]] in [[Multiplayer Games]]. While wanting to win over other players can be sufficient reason for [[Multiplayer]] games to have [[Replayability]], [[Scores]] in [[Single-Player Games]] can promote [[Replayability]] in trying to beat one's own [[Scores|Score]] from previous game instances and this can be seen as a weak use of [[Trans-Game Information]] (a stronger such use of [[Scores]] is through the use of [[High Score Lists]]).&lt;br /&gt;
&lt;br /&gt;
[[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Abstract Player Constructs]], &lt;br /&gt;
[[Collecting]], &lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Exploitation]], &lt;br /&gt;
[[Facilitating Rewards]], &lt;br /&gt;
[[Game State Overviews]], &lt;br /&gt;
[[High Score Lists]], &lt;br /&gt;
[[Investments]], &lt;br /&gt;
[[Non-Localized Resources]], &lt;br /&gt;
[[Player Elimination]], &lt;br /&gt;
[[Progress Indicators]], &lt;br /&gt;
[[Races]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Resources]], &lt;br /&gt;
[[Rewards]], &lt;br /&gt;
[[Stimulated Planning]], &lt;br /&gt;
[[Tension]], &lt;br /&gt;
[[Tied Results]], &lt;br /&gt;
[[Trans-Game Information]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Extra-Game Consequences]] ====&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Gameplay Engines]] ====&lt;br /&gt;
[[Construction/Scoring Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Multiplayer Games]] ====&lt;br /&gt;
[[Dynamic Alliances]], &lt;br /&gt;
[[Predictable Winner]] &lt;br /&gt;
&lt;br /&gt;
==== with [[Winning by Ending Gameplay]] ====&lt;br /&gt;
[[Tiebreakers]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Back-to-Back Game Sessions]], &lt;br /&gt;
[[Death Consequences]], &lt;br /&gt;
[[King of the Hill]], &lt;br /&gt;
[[Lives]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Multiplayer Games]], &lt;br /&gt;
[[Single-Player Games]],  &lt;br /&gt;
[[Teams]], &lt;br /&gt;
[[Tournaments]], &lt;br /&gt;
[[Unwinnable Games]], &lt;br /&gt;
[[Winner determined after Gameplay Ends]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Character Levels]] &lt;br /&gt;
&lt;br /&gt;
[[Collections]] together with [[Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Handicap Systems]] together with [[Meta Games]]&lt;br /&gt;
&lt;br /&gt;
[[Abstract Player Constructs]] together with [[Levels]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Arithmetic Progression]], &lt;br /&gt;
[[Combos]], &lt;br /&gt;
[[Death Consequences]], &lt;br /&gt;
[[Discontinuous Progression]], &lt;br /&gt;
[[End State Scoring]], &lt;br /&gt;
[[Extra-Game Consequences]], &lt;br /&gt;
[[Gameplay Statistics]], &lt;br /&gt;
[[Game State Indicators]], &lt;br /&gt;
[[Geometric Progression]], &lt;br /&gt;
[[Handicap Systems]], &lt;br /&gt;
[[Penalties]], &lt;br /&gt;
[[Pick-Ups]], &lt;br /&gt;
[[Revoke Rules]], &lt;br /&gt;
[[Risk/Reward]], &lt;br /&gt;
[[Score Tracks]], &lt;br /&gt;
[[Secret Scoring Mechanisms]], &lt;br /&gt;
[[Tiebreakers]],  &lt;br /&gt;
[[Time Limited Game Instances]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Diegetic Consistency]], &lt;br /&gt;
[[Save Points]], &lt;br /&gt;
[[Save-Load Cycles]], &lt;br /&gt;
[[Thematic Consistency]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Score'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Scores&amp;diff=27675</id>
		<title>Scores</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Scores&amp;diff=27675"/>
				<updated>2023-03-08T09:24:08Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Can Modulate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanical Patterns]]&lt;br /&gt;
[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''Numerical values used in games to determine winners.''&lt;br /&gt;
&lt;br /&gt;
Many games determine a winner for each game instance, or at least an ordering of how well players managed to reach the goals offered by the game (which can include having people tied in how well they succeeded). Games that do this through providing each player or team with a numerical value uses [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Many [[:Category:Board Games|Board Games]] use [[Scores]] to determine a winner. Some, e.g. [[Hare and Tortoise]] and [[Settlers of Catan]], end when a player has a high enough [[Scores|Score]] while others, e.g. [[Carcassonne]], [[Egizia]], [[Race for the Galaxy]], and [[Ticket to Ride]], end due to specific requirements and [[Scores]] are then counted. Scenarios in [[Memoir '44]] are typically not balanced between the two sides but through using scores for each game players can switch sides after a first game instance and compare their results of two game instances to get a balanced combined score.&lt;br /&gt;
&lt;br /&gt;
[[Scores]] are used to determine the winner in [[Go]] but not in [[Chess]] (unless someone surrenders in [[Go]]). However, in tournaments [[Scores]] can be used based on winning individual game instances, and the rankings one can achieve through participating in organized games and tournaments can be seen as a type of meta [[Scores|Score]].&lt;br /&gt;
&lt;br /&gt;
Several [[:Category:Computer Games|Computer Games]] use [[Scores]] as ways of letting players of single-player games be able to compare themselves to other players and previous times they have played. Examples of such games include [[Bejeweled]], [[Icy Tower]], and [[Staries]]. &amp;quot;Deathmatch&amp;quot; version of [[:Category:FPS Games|FPS Games]] such as the [[Quake series]] and the [[Unreal Tournament series]] have the number of kills one has made as [[Scores]] (killing oneself is typically counted as -1 kill). Other games, e.g. [[Candy Crush Saga]],  don't have global [[Scores]] but which level a player has reached can function as a form of [[Scores|Score]] in them since it does show how far players have managed to progress.&lt;br /&gt;
&lt;br /&gt;
Team vs. team play in the [[Left 4 Dead series]] give points to the infected team based on how far they managed to traverse a level. Since the teams have asymmetrical abilities and starting positions (like [[Memoir '44]]), the roles as reversed so both teams play as infected and the [[Scores]] they get are compared to determine winners.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ticket system&amp;quot; in the [[Battlefield series]] can be seen as an inverse [[Scores|Score]]. Each time starts with a certain amount and lose 1 ticket for each death in their team and not controlling enough flags result in tickets being removed at regular intervals. The amount of tickets the winning team has is through this basically a [[Scores|Score]] like [[Scores]] in other games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
Designing a system for [[Scores]] in a game consists of deciding when players [[Scores]] are adjusted, how much they are adjusted by, and if there are certain [[Scores|Score]] values which activate events, including ending the game. The last case is shows how [[Scores]] often can become [[Races]] (but see [[King of the Hill]] for an alternative).&lt;br /&gt;
&lt;br /&gt;
[[Scores]] are typically a numeric value attached to individual players or [[Teams]]. In games where [[Collections]] of [[Resources]] are used to calculate victory, this combination of patterns create a type of [[Scores|Score]] system. However, some other attributes can be viewed as [[Scores]] so games without explicit [[Scores]] can have them implicitly. [[Character Levels]] is one such example since they can represent how much effort and skill players have put into the gameplay. [[Handicap Systems]] used in [[Go]] and [[Golf]] is another example since these can be seen as [[Scores]] in the [[Meta Games|Meta Game]] of being a good player in these games. In games where players progress in unlimited by lives over time and try to complete [[Levels]], e.g. [[Candy Crush Saga]] or [[Peggle]], the scoring of which [[Levels]] one has completed in [[Abstract Player Constructs]] serve a similar function to [[Scores]] in other [[Single-Player Games]]. &lt;br /&gt;
&lt;br /&gt;
Generalizing, [[Scores]] are typically increased as [[Rewards]] for succeeding with goals and decreased as [[Penalties]] for failing to succeed with goals. [[Pick-Ups]] and [[Combos]] are two patterns which quite often are directly linked to providing increased [[Scores]]. The actual update or finalization of [[Scores]] may be a [[Death Consequences]] but dying may in itself result in [[Scores]] decreasing so the patterns can modify each other. [[Handicap Systems]] can be used to both offer different starting [[Scores]] for players or to modify how they are given and removed, in both cases to create [[Player Balance]]. [[Revoke Rules]] are a special case of [[Penalties]] that apply to players for failing to follow rules (typically in games with [[Trick Taking]]).&lt;br /&gt;
&lt;br /&gt;
While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scores]]. A common examples is increasing the number of [[Lives]] one has when reaching certain [[Scores]]; [[Pinball Dreams]] does this through providing a jackpot value common for all players that can provide [[Lives]].&lt;br /&gt;
&lt;br /&gt;
[[Scores]] can be seen as [[Investments]] in games where players have choices between trying to improve their possibilities to affect future gameplay, i.e. create [[Gameplay Engines]], and getting points for their [[Scores]]. Players of both [[Dominion]] and [[Race for the Galaxy]] need to make decisions of this nature as part of considering to do a [[Construction/Scoring Phase Shift]]. When [[Scores]] can intentionally be decreased by players as a way of performing others actions ([[Murano]] is an example of this), [[Scores]] become [[Resources]] (so they can be both [[Resources]] and [[Investments]] at the same time).&lt;br /&gt;
&lt;br /&gt;
[[Scores]] can affect all types of [[:Category:Winning Patterns|Winning Patterns]]. For games with [[Winning by Ending Gameplay]], they can either be the cause of gameplay ending when a player reaches a certain [[Scores|Score]] or be [[Tiebreakers]] if several players can end gameplay at the same time. For [[Unwinnable Games]] they are a form of  [[Progress Indicators]] while they are typically the prime way of determining winners in games using [[Winner determined after Gameplay Ends]] but may be complemented by [[Tiebreakers]]. While [[Scores]] in [[Multiplayer Games]] rather obviously give players ways of having [[Competition]] against each other, they can work the same way in [[Single-Player Games]] through the use of [[High Score Lists]] to let players compete against themselves or others through comparing [[Scores]] between game instances (an example of using [[Scores]] as [[Trans-Game Information]]).&lt;br /&gt;
&lt;br /&gt;
The possibilities of increasing [[Scores]] can be set up so that they become [[Risk/Reward]] choices, typically that one takes higher risks of not getting any points (or a risk of getting negative points) for the chance of getting more points if one gets any points at all. The distribution of  individual ways of increasing (or decreasing) [[Scores]] can be set up to follow [[Arithmetic Progression|Arithmetic]], [[Geometric Progression|Geometric]], or [[Discontinuous Progression]]. Motivations for which of these progression schemes as most suitable depend very much on the specifics of a game design but [[Geometric Progression]] may be more suitable in cases where a design should have [[Higher-Level Closures as Gameplay Progresses]]. [[Time Limited Game Instances]] can be used to put implicit maximum limits to the [[Scores]] possible and let players compete on being as quick as possible in gathering points rather than as efficient as possible.&lt;br /&gt;
&lt;br /&gt;
[[End State Scoring]] and [[Secret Scoring Mechanisms]] are two general ways of modifying how [[Scores]] work in a game, both promoting [[Tension]] and [[Uncertainty of Outcome]]. [[Scores]] can easily be tied to [[Extra-Game Consequences]] through [[Gambling]], i.e. through requiring payment in money to play and offering payment back as [[Rewards]]. &lt;br /&gt;
&lt;br /&gt;
When tying events and [[Extra-Game Consequences]] to [[Scores]] it may be necessary to consider if [[Tied Results]] are possible and should be allowed. [[Tiebreakers]] is the solution to avoid having [[Tied Results]]. &lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
[[Scores]] are often difficult to explain within a game's theme, so using it easily breaks [[Thematic Consistency]] and often thereby also [[Diegetic Consistency]].&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
[[Scores]] are typically important information in games where they are used, and for this reason often part of [[Gameplay Statistics]] and [[Game State Indicators]]. [[Score Tracks]] is a specific interface (or visualization) component dedicated for this.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
[[Scores]] are probably the most basic and one of the most used elements in [[Abstract Player Constructs]]. They make games have the [[Continuous Goals|Continuous Goal]] of [[Collecting]] points which can also be seen as a [[Races|Race]] to either first reach a certain [[Scores|Score]] or have the highest [[Scores|Score]] when gameplay ends. Through this they act as [[Facilitating Rewards]] in the sense that they facilitate players in being able to end or win games. They make easy values to use as [[Trans-Game Information]] in [[Tournaments]] which can result in [[Player Elimination]] for those with low [[Scores]], and can easily act as [[Tiebreakers]] in games built to use [[Back-to-Back Game Sessions]] ([[Memoir '44]] being an example of this). In games with phases, a focus on increasing one's [[Scores|Score]] as much as possible it typically a characteristics of an [[Exploitation]] phase.&lt;br /&gt;
&lt;br /&gt;
If [[Scores]] can be used as [[Resources]], they are typically [[Non-Localized Resources]]. When publicly accessible, they simultaneously are a type of [[Progress Indicators]] and [[Game State Overviews]] which create [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]] in [[Multiplayer Games]]. While wanting to win over other players can be sufficient reason for [[Multiplayer]] games to have [[Replayability]], [[Scores]] in [[Single-Player Games]] can promote [[Replayability]] in trying to beat one's own [[Scores|Score]] from previous game instances and this can be seen as a weak use of [[Trans-Game Information]] (a stronger such use of [[Scores]] is through the use of [[High Score Lists]]).&lt;br /&gt;
&lt;br /&gt;
[[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Abstract Player Constructs]], &lt;br /&gt;
[[Collecting]], &lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Exploitation]], &lt;br /&gt;
[[Facilitating Rewards]], &lt;br /&gt;
[[Game State Overviews]], &lt;br /&gt;
[[High Score Lists]], &lt;br /&gt;
[[Investments]], &lt;br /&gt;
[[Non-Localized Resources]], &lt;br /&gt;
[[Player Elimination]], &lt;br /&gt;
[[Progress Indicators]], &lt;br /&gt;
[[Races]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Resources]], &lt;br /&gt;
[[Rewards]], &lt;br /&gt;
[[Stimulated Planning]], &lt;br /&gt;
[[Tension]], &lt;br /&gt;
[[Tied Results]], &lt;br /&gt;
[[Trans-Game Information]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Extra-Game Consequences]] ====&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Gameplay Engines]] ====&lt;br /&gt;
[[Construction/Scoring Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Multiplayer Games]] ====&lt;br /&gt;
[[Dynamic Alliances]], &lt;br /&gt;
[[Predictable Winner]] &lt;br /&gt;
&lt;br /&gt;
==== with [[Winning by Ending Gameplay]] ====&lt;br /&gt;
[[Tiebreakers]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Back-to-Back Game Sessions]], &lt;br /&gt;
[[Death Consequences]], &lt;br /&gt;
[[King of the Hill]], &lt;br /&gt;
[[Lives]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Multiplayer Games]], &lt;br /&gt;
[[Single-Player Games]],  &lt;br /&gt;
[[Teams]], &lt;br /&gt;
[[Tournaments]], &lt;br /&gt;
[[Unwinnable Games]], &lt;br /&gt;
[[Winner determined after Gameplay Ends]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Character Levels]] &lt;br /&gt;
&lt;br /&gt;
[[Collections]] together with [[Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Handicap Systems]] together with [[Meta Games]]&lt;br /&gt;
&lt;br /&gt;
[[Abstract Player Constructs]] together with [[Levels]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Arithmetic Progression]], &lt;br /&gt;
[[Combos]], &lt;br /&gt;
[[Death Consequences]], &lt;br /&gt;
[[Discontinuous Progression]], &lt;br /&gt;
[[End State Scoring]], &lt;br /&gt;
[[Extra-Game Consequences]], &lt;br /&gt;
[[Gameplay Statistics]], &lt;br /&gt;
[[Game State Indicators]], &lt;br /&gt;
[[Geometric Progression]], &lt;br /&gt;
[[Handicap Systems]], &lt;br /&gt;
[[Penalties]], &lt;br /&gt;
[[Pick-Ups]], &lt;br /&gt;
[[Revoke Rules]], &lt;br /&gt;
[[Risk/Reward]], &lt;br /&gt;
[[Score Tracks]], &lt;br /&gt;
[[Secret Scoring Mechanisms]], &lt;br /&gt;
[[Tiebreakers]],  &lt;br /&gt;
[[Time Limited Game Instances]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Diegetic Consistency]], &lt;br /&gt;
[[Save Points]], &lt;br /&gt;
[[Save-Load Cycles]], &lt;br /&gt;
[[Thematic Consistency]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Score'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Scores&amp;diff=27674</id>
		<title>Scores</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Scores&amp;diff=27674"/>
				<updated>2023-03-08T09:23:24Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mechanical Patterns]]&lt;br /&gt;
[[Category:Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
''Numerical values used in games to determine winners.''&lt;br /&gt;
&lt;br /&gt;
Many games determine a winner for each game instance, or at least an ordering of how well players managed to reach the goals offered by the game (which can include having people tied in how well they succeeded). Games that do this through providing each player or team with a numerical value uses [[Scores]].&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Many [[:Category:Board Games|Board Games]] use [[Scores]] to determine a winner. Some, e.g. [[Hare and Tortoise]] and [[Settlers of Catan]], end when a player has a high enough [[Scores|Score]] while others, e.g. [[Carcassonne]], [[Egizia]], [[Race for the Galaxy]], and [[Ticket to Ride]], end due to specific requirements and [[Scores]] are then counted. Scenarios in [[Memoir '44]] are typically not balanced between the two sides but through using scores for each game players can switch sides after a first game instance and compare their results of two game instances to get a balanced combined score.&lt;br /&gt;
&lt;br /&gt;
[[Scores]] are used to determine the winner in [[Go]] but not in [[Chess]] (unless someone surrenders in [[Go]]). However, in tournaments [[Scores]] can be used based on winning individual game instances, and the rankings one can achieve through participating in organized games and tournaments can be seen as a type of meta [[Scores|Score]].&lt;br /&gt;
&lt;br /&gt;
Several [[:Category:Computer Games|Computer Games]] use [[Scores]] as ways of letting players of single-player games be able to compare themselves to other players and previous times they have played. Examples of such games include [[Bejeweled]], [[Icy Tower]], and [[Staries]]. &amp;quot;Deathmatch&amp;quot; version of [[:Category:FPS Games|FPS Games]] such as the [[Quake series]] and the [[Unreal Tournament series]] have the number of kills one has made as [[Scores]] (killing oneself is typically counted as -1 kill). Other games, e.g. [[Candy Crush Saga]],  don't have global [[Scores]] but which level a player has reached can function as a form of [[Scores|Score]] in them since it does show how far players have managed to progress.&lt;br /&gt;
&lt;br /&gt;
Team vs. team play in the [[Left 4 Dead series]] give points to the infected team based on how far they managed to traverse a level. Since the teams have asymmetrical abilities and starting positions (like [[Memoir '44]]), the roles as reversed so both teams play as infected and the [[Scores]] they get are compared to determine winners.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;ticket system&amp;quot; in the [[Battlefield series]] can be seen as an inverse [[Scores|Score]]. Each time starts with a certain amount and lose 1 ticket for each death in their team and not controlling enough flags result in tickets being removed at regular intervals. The amount of tickets the winning team has is through this basically a [[Scores|Score]] like [[Scores]] in other games.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
Designing a system for [[Scores]] in a game consists of deciding when players [[Scores]] are adjusted, how much they are adjusted by, and if there are certain [[Scores|Score]] values which activate events, including ending the game. The last case is shows how [[Scores]] often can become [[Races]] (but see [[King of the Hill]] for an alternative).&lt;br /&gt;
&lt;br /&gt;
[[Scores]] are typically a numeric value attached to individual players or [[Teams]]. In games where [[Collections]] of [[Resources]] are used to calculate victory, this combination of patterns create a type of [[Scores|Score]] system. However, some other attributes can be viewed as [[Scores]] so games without explicit [[Scores]] can have them implicitly. [[Character Levels]] is one such example since they can represent how much effort and skill players have put into the gameplay. [[Handicap Systems]] used in [[Go]] and [[Golf]] is another example since these can be seen as [[Scores]] in the [[Meta Games|Meta Game]] of being a good player in these games. In games where players progress in unlimited by lives over time and try to complete [[Levels]], e.g. [[Candy Crush Saga]] or [[Peggle]], the scoring of which [[Levels]] one has completed in [[Abstract Player Constructs]] serve a similar function to [[Scores]] in other [[Single-Player Games]]. &lt;br /&gt;
&lt;br /&gt;
Generalizing, [[Scores]] are typically increased as [[Rewards]] for succeeding with goals and decreased as [[Penalties]] for failing to succeed with goals. [[Pick-Ups]] and [[Combos]] are two patterns which quite often are directly linked to providing increased [[Scores]]. The actual update or finalization of [[Scores]] may be a [[Death Consequences]] but dying may in itself result in [[Scores]] decreasing so the patterns can modify each other. [[Handicap Systems]] can be used to both offer different starting [[Scores]] for players or to modify how they are given and removed, in both cases to create [[Player Balance]]. [[Revoke Rules]] are a special case of [[Penalties]] that apply to players for failing to follow rules (typically in games with [[Trick Taking]]).&lt;br /&gt;
&lt;br /&gt;
While increasing one's [[Scores|Score]] can be a goal in itself, games sometimes provides [[Rewards]] for reaching certain [[Scores]]. A common examples is increasing the number of [[Lives]] one has when reaching certain [[Scores]]; [[Pinball Dreams]] does this through providing a jackpot value common for all players that can provide [[Lives]].&lt;br /&gt;
&lt;br /&gt;
[[Scores]] can be seen as [[Investments]] in games where players have choices between trying to improve their possibilities to affect future gameplay, i.e. create [[Gameplay Engines]], and getting points for their [[Scores]]. Players of both [[Dominion]] and [[Race for the Galaxy]] need to make decisions of this nature as part of considering to do a [[Construction/Scoring Phase Shift]]. When [[Scores]] can intentionally be decreased by players as a way of performing others actions ([[Murano]] is an example of this), [[Scores]] become [[Resources]] (so they can be both [[Resources]] and [[Investments]] at the same time).&lt;br /&gt;
&lt;br /&gt;
[[Scores]] can affect all types of [[:Category:Winning Patterns|Winning Patterns]]. For games with [[Winning by Ending Gameplay]], they can either be the cause of gameplay ending when a player reaches a certain [[Scores|Score]] or be [[Tiebreakers]] if several players can end gameplay at the same time. For [[Unwinnable Games]] they are a form of  [[Progress Indicators]] while they are typically the prime way of determining winners in games using [[Winner determined after Gameplay Ends]] but may be complemented by [[Tiebreakers]]. While [[Scores]] in [[Multiplayer Games]] rather obviously give players ways of having [[Competition]] against each other, they can work the same way in [[Single-Player Games]] through the use of [[High Score Lists]] to let players compete against themselves or others through comparing [[Scores]] between game instances (an example of using [[Scores]] as [[Trans-Game Information]]).&lt;br /&gt;
&lt;br /&gt;
The possibilities of increasing [[Scores]] can be set up so that they become [[Risk/Reward]] choices, typically that one takes higher risks of not getting any points (or a risk of getting negative points) for the chance of getting more points if one gets any points at all. The distribution of  individual ways of increasing (or decreasing) [[Scores]] can be set up to follow [[Arithmetic Progression|Arithmetic]], [[Geometric Progression|Geometric]], or [[Discontinuous Progression]]. Motivations for which of these progression schemes as most suitable depend very much on the specifics of a game design but [[Geometric Progression]] may be more suitable in cases where a design should have [[Higher-Level Closures as Gameplay Progresses]]. [[Time Limited Game Instances]] can be used to put implicit maximum limits to the [[Scores]] possible and let players compete on being as quick as possible in gathering points rather than as efficient as possible.&lt;br /&gt;
&lt;br /&gt;
[[End State Scoring]] and [[Secret Scoring Mechanisms]] are two general ways of modifying how [[Scores]] work in a game, both promoting [[Tension]] and [[Uncertainty of Outcome]]. [[Scores]] can easily be tied to [[Extra-Game Consequences]] through [[Gambling]], i.e. through requiring payment in money to play and offering payment back as [[Rewards]]. &lt;br /&gt;
&lt;br /&gt;
When tying events and [[Extra-Game Consequences]] to [[Scores]] it may be necessary to consider if [[Tied Results]] are possible and should be allowed. [[Tiebreakers]] is the solution to avoid having [[Tied Results]]. &lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
[[Scores]] are often difficult to explain within a game's theme, so using it easily breaks [[Thematic Consistency]] and often thereby also [[Diegetic Consistency]].&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
[[Scores]] are typically important information in games where they are used, and for this reason often part of [[Gameplay Statistics]] and [[Game State Indicators]]. [[Score Tracks]] is a specific interface (or visualization) component dedicated for this.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
[[Scores]] are probably the most basic and one of the most used elements in [[Abstract Player Constructs]]. They make games have the [[Continuous Goals|Continuous Goal]] of [[Collecting]] points which can also be seen as a [[Races|Race]] to either first reach a certain [[Scores|Score]] or have the highest [[Scores|Score]] when gameplay ends. Through this they act as [[Facilitating Rewards]] in the sense that they facilitate players in being able to end or win games. They make easy values to use as [[Trans-Game Information]] in [[Tournaments]] which can result in [[Player Elimination]] for those with low [[Scores]], and can easily act as [[Tiebreakers]] in games built to use [[Back-to-Back Game Sessions]] ([[Memoir '44]] being an example of this). In games with phases, a focus on increasing one's [[Scores|Score]] as much as possible it typically a characteristics of an [[Exploitation]] phase.&lt;br /&gt;
&lt;br /&gt;
If [[Scores]] can be used as [[Resources]], they are typically [[Non-Localized Resources]]. When publicly accessible, they simultaneously are a type of [[Progress Indicators]] and [[Game State Overviews]] which create [[Stimulated Planning]] and [[Tension]]. This can give rise to [[Dynamic Alliances]] working against a [[Predictable Winner]] in [[Multiplayer Games]]. While wanting to win over other players can be sufficient reason for [[Multiplayer]] games to have [[Replayability]], [[Scores]] in [[Single-Player Games]] can promote [[Replayability]] in trying to beat one's own [[Scores|Score]] from previous game instances and this can be seen as a weak use of [[Trans-Game Information]] (a stronger such use of [[Scores]] is through the use of [[High Score Lists]]).&lt;br /&gt;
&lt;br /&gt;
[[Save Points]] and [[Save-Load Cycles]] tend to not work well with [[Scores]] since players can go back repeatedly in attempts to maximize their scores.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Abstract Player Constructs]], &lt;br /&gt;
[[Collecting]], &lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Exploitation]], &lt;br /&gt;
[[Facilitating Rewards]], &lt;br /&gt;
[[Game State Overviews]], &lt;br /&gt;
[[High Score Lists]], &lt;br /&gt;
[[Investments]], &lt;br /&gt;
[[Non-Localized Resources]], &lt;br /&gt;
[[Player Elimination]], &lt;br /&gt;
[[Progress Indicators]], &lt;br /&gt;
[[Races]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Resources]], &lt;br /&gt;
[[Rewards]], &lt;br /&gt;
[[Stimulated Planning]], &lt;br /&gt;
[[Tension]], &lt;br /&gt;
[[Tied Results]], &lt;br /&gt;
[[Trans-Game Information]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Extra-Game Consequences]] ====&lt;br /&gt;
[[Gambling]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Gameplay Engines]] ====&lt;br /&gt;
[[Construction/Scoring Phase Shift]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Multiplayer Games]] ====&lt;br /&gt;
[[Dynamic Alliances]], &lt;br /&gt;
[[Predictable Winner]] &lt;br /&gt;
&lt;br /&gt;
==== with [[Winning by Ending Gameplay]] ====&lt;br /&gt;
[[Tiebreakers]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Back-to-Back Game Sessions]], &lt;br /&gt;
[[Death Consequences]], &lt;br /&gt;
[[King of the Hill]], &lt;br /&gt;
[[Lives]], &lt;br /&gt;
[[Multiplayer Games]], &lt;br /&gt;
[[Single-Player Games]],  &lt;br /&gt;
[[Teams]], &lt;br /&gt;
[[Tournaments]], &lt;br /&gt;
[[Unwinnable Games]], &lt;br /&gt;
[[Winner determined after Gameplay Ends]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Character Levels]] &lt;br /&gt;
&lt;br /&gt;
[[Collections]] together with [[Resources]]&lt;br /&gt;
&lt;br /&gt;
[[Handicap Systems]] together with [[Meta Games]]&lt;br /&gt;
&lt;br /&gt;
[[Abstract Player Constructs]] together with [[Levels]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Arithmetic Progression]], &lt;br /&gt;
[[Combos]], &lt;br /&gt;
[[Death Consequences]], &lt;br /&gt;
[[Discontinuous Progression]], &lt;br /&gt;
[[End State Scoring]], &lt;br /&gt;
[[Extra-Game Consequences]], &lt;br /&gt;
[[Gameplay Statistics]], &lt;br /&gt;
[[Game State Indicators]], &lt;br /&gt;
[[Geometric Progression]], &lt;br /&gt;
[[Handicap Systems]], &lt;br /&gt;
[[Penalties]], &lt;br /&gt;
[[Pick-Ups]], &lt;br /&gt;
[[Revoke Rules]], &lt;br /&gt;
[[Risk/Reward]], &lt;br /&gt;
[[Score Tracks]], &lt;br /&gt;
[[Secret Scoring Mechanisms]], &lt;br /&gt;
[[Tiebreakers]],  &lt;br /&gt;
[[Time Limited Game Instances]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Diegetic Consistency]], &lt;br /&gt;
[[Save Points]], &lt;br /&gt;
[[Save-Load Cycles]], &lt;br /&gt;
[[Thematic Consistency]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
An updated version of the pattern ''Score'' 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;
&lt;br /&gt;
== References ==&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;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27673</id>
		<title>Unwinnable Games</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27673"/>
				<updated>2023-03-08T09:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Gameplay Arc Patterns]]&lt;br /&gt;
[[Category:Aesthetic Patterns]]&lt;br /&gt;
[[Category:Winning Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
''Games that do not have any winning conditions.''&lt;br /&gt;
&lt;br /&gt;
Some games are not possible to win regardless of how well one performs. This is because the systems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players could their own goals and winning conditions or by letting players compare their performance with previous performances by themselves or others.&lt;br /&gt;
&lt;br /&gt;
Carse divides human activities into ''Finite Games and Infinite Games'' in his book with the same name&amp;lt;ref name=&amp;quot;Carse&amp;quot;/&amp;gt;, and simplified his view of ''Infinite Games'' are [[Unwinnable Games]] that are played with the goal of continuing to play the game.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Early computer games such as [[Asteroids]] and [[Space Invaders]] were [[Unwinnable Games]] in that gamers were constantly given new obstacles as soon as they overcame their current ones. [[Pac-Man]] is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[http://en.wikipedia.org/wiki/Pac-Man], making it open for interpretation if reaching the highest possible level in a game equals winning over it. The casual games [[Staries]] and [[Icy Tower]] are later examples of games that have no winning conditions.&lt;br /&gt;
&lt;br /&gt;
Roleplaying games such as [[Dungeons &amp;amp; Dragons]] and [[GURPS]] do not have general winning conditions. Individual campaign might be winnable but the gameplay of improving one's character can continue and may likely be in the players interest. The 4th Edition of [[Dungeons and Dragons]] have structures of retiring characters when they reach level 30 (through gaining some form of immortality) but not even this needs to be seen as having completely beating the game since gameplay can continue with a new character. While simply surviving [[Paranoia]] scenarios with at least one of one's clones alive can be considered victories, the publishers of the roleplaying game published ''Code 7'' missions that required one more clone that players have.&lt;br /&gt;
&lt;br /&gt;
Massively multiplayer online games such as [[World of Warcraft]] and [[Eve Online]] have similar structures but add challenges of fighting other players, accessing the best available equipment and gaining achievements.&lt;br /&gt;
&lt;br /&gt;
[[September 12th]] and [[Hell Tetris]] are examples of games that make the realization that they are unwinnable one of the main experiences of playing them.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
Games may be unwinnable to specific people because of lack of time, interest, or competence. This is however more a question of the players' possibilities than the design of a game, and when it is an effect of the design (rather than say the people not being the targeted audience) it is often seen as a problem with that design. [[Unwinnable Games]] in contrast are games whose system is design so that their is no winning condition and no players regardless of skills and devotion can achieve a certain game state designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]]. &lt;br /&gt;
&lt;br /&gt;
Three main - and compatible - ways of creating [[Unwinnable Games]] are [[Ever Increasing Difficulty]], [[Continuous Goals]], and [[Grinding]]. [[Ever Increasing Difficulty]] ensure that players at some point will lose due to not having enough competence (given that the game system can provide challenges beyond any player's competence). [[Continuous Goals]] that are necessary for continued gameplay rely on players at some time failing in competence or attention to a goal (e.g., a [[Survive]] goal for a player's [[Focus Loci]]). [[Grinding]] that lets players continuously do actions for little or no progress in the game, relying primarily on players losing interest in the gameplay and quitting for being unwinnable.&lt;br /&gt;
&lt;br /&gt;
There are two typical reasons for creating [[Unwinnable Games]]. The first reason is that one may wish to reinforce the [[Replayability]] by not making it possible to ever beat the game completely. In this case there exists enforced end conditions, e.g. by strict [[Time Limits]] or [[Steadily Decreasing Resources]] and to make it possible to compare ones performance with earlier game session there typically also exists [[Trans-Game Information]] (e.g. [[Achievements]] or [[High Score Lists]]) so that [[Meta Games]] are possible. The second reason is to create [[Never Ending Stories]], that is, games without any end condition at all. Common in [[Roleplaying]] games, these games cannot have a winning condition for the whole game but instead needs to provide incentives to play in other ways. This is typically done through offering smaller local goals, either [[Ephemeral Goals]] or [[Player-Defined Goals]], or simple through the [[Social Interaction]] offered by the game or play activity. An issue with non-ending games is how to balance increased [[Gameplay Mastery]] and [[Improved Abilities]] with challenges so that the [[Challenging Gameplay]] is maintained. [[Red Queen Dilemmas]] is a possible solution to this by adding the difficulty as players gain more power to influence the game. However, non-ending games are incompatible with [[Time Limited Game Instances]] but this may not be a problem if [[Game Pauses]] are used since then the game and play sessions can be regulated instead.&lt;br /&gt;
&lt;br /&gt;
While [[Unwinnable Games]] cannot end due to completing the game, they can have [[Game Termination Penalties]] and [[Game Over]] through dying, in fact this is common in many early examples of using the pattern.&lt;br /&gt;
&lt;br /&gt;
One design possibility that is more suitable to [[Unwinnable Games]] than others is that of [[Entitled Players]]; it is less problematic to trust players with powers affecting how the game is played if they have less reason to misuse that power.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Every game state in an [[Unwinnable Games|Unwinnable Game]] is a [[Unwinnable Game States|Unwinnable Game State]]. At first glance it can seem strange that one can have or would want games which cannot be won since it removes what is typically the reason for activities to become meaningful in them. While other reasons for playing games exists, many games can however be the basis for [[Meta Games]] through [[Trans-Game Information]] (such as [[Achievements]] or [[High Score Lists]]) or [[Progress Indicators]] and can then still provide meaningful gameplay concerned with measuring how well one has performed. When [[Unwinnable Games]] allow this kind of gameplay, they somewhat paradoxically promote [[Replayability]]. Sometimes realizing the unwinnable nature of a game is an intention in the design; the [[:Category:Serious Games|Serious Game]] [[September 12th]] uses the impossibility of winning it to argue the futility in the struggle thematized by the game and the (earlier) movie War Games appropriates [[Tic-Tac-Toe]] to make a similar argument. Providing [[Illusionary Rewards]] can also make parts of [[Unwinnable Games]] meaningful since players may appreciate these challenges even if they are not affecting the game state.&lt;br /&gt;
&lt;br /&gt;
When players notice that games are unwinnable they may see this as revealing an [[Exaggerated Perception of Influence]] in the game design. This may cause them to stop playing (which in a sense was the intention with the serious games mentioned in the previous paragraph since this would make the point that one should stop with the activity portrayed) but may also cause players to set up their own [[Player-Defined Goals]] that they consider win (and end) conditions. Regardless of when and why players stop playing [[Unwinnable Games]], they do so by [[Surrendering]] (to the game design).&lt;br /&gt;
&lt;br /&gt;
Although [[Narration Structures]] can support players the gameplay structure in [[Unwinnable Games]], the narrative aspects are likely to not attract interest unless they change in significant ways between game sessions. More specifically, [[Predetermined Story Structures]] are difficult to have in [[Unwinnable Games]] since their content is limited and this may be exhausted by sufficiently long gameplay and [[Main Goals]] and [[Main Quests|Quests]] are in direct conflict with [[Unwinnable Games]] since completing these are ways of ''winning'' the game even if gameplay continues afterwards. That said, [[Main Goals]] are can be useful to give players motivation on what actions should be attempted in [[Unwinnable Games]], especially if there are ways of measuring or comparing who far players have come towards reaching the [[Main Goals]] (e.g. by having [[Scores]]).&lt;br /&gt;
&lt;br /&gt;
[[Unwinnable Games]] may be seen as a rather easy way to avoid having a [[Predictable Winner]] at any point in a game, but this is not strictly true. First, the [[Predictable Winner]] may be nobody as the [[Tic-Tac-Toe]] example shows and second players may set up their own winning conditions between themselves, e.g. who can get the highest [[Scores|Score]] in a game of [[Pac-Man]] (so [[Scores]] can be used to modulate [[Unwinnable Games]]). Even so, [[Unwinnable Games]] can be used as part of a design strategy to make players less likely to identify any specific player as being able to reach the winning conditions set up by a game.&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Games]] which are also unwinnable, e.g. most [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], will need to deal with [[Early Leaving Players]] since this will occur in all game instances except the ones where all players simultaneously stop playing.&lt;br /&gt;
&lt;br /&gt;
For rather obvious reasons, i.e. having no winner, [[Unwinnable Games]] are incompatible with [[Winner determined after Gameplay Ends]] and [[Winning by Ending Gameplay]]. It is also not possible for [[Unwinnable Games]] to have [[Endgame]] phases. [[Unwinnable Games]] can only appear to have [[Higher-Level Closures as Gameplay Progresses]] to those that do not know that the games are [[Unwinnable Games]], so the patterns are generally incompatible.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Never Ending Stories]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Surrendering]], &lt;br /&gt;
[[Unwinnable Game States]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Multiplayer Games]] ====&lt;br /&gt;
[[Early Leaving Players]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Multiplayer Games]], &lt;br /&gt;
[[Single-Player Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Ever Increasing Difficulty]], &lt;br /&gt;
[[Grinding]], &lt;br /&gt;
[[Time Limits]], &lt;br /&gt;
[[Steadily Decreasing Resources]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Achievements]], &lt;br /&gt;
[[Entitled Players]], &lt;br /&gt;
[[Ephemeral Goals]], &lt;br /&gt;
[[Game Pauses]], &lt;br /&gt;
[[Game Over]], &lt;br /&gt;
[[Game Termination Penalties]], &lt;br /&gt;
[[High Score Lists]], &lt;br /&gt;
[[Illusionary Rewards]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Meta Games]], &lt;br /&gt;
[[Player-Defined Goals]], &lt;br /&gt;
[[Progress Indicators]], &lt;br /&gt;
[[Red Queen Dilemmas]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Trans-Game Information]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Challenging Gameplay]], &lt;br /&gt;
[[Endgame]], &lt;br /&gt;
[[Exaggerated Perception of Influence]], &lt;br /&gt;
[[Higher-Level Closures as Gameplay Progresses]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Main Quests]], &lt;br /&gt;
[[Predetermined Story Structures]], &lt;br /&gt;
[[Predictable Winner]], &lt;br /&gt;
[[Time Limited Game Instances]], &lt;br /&gt;
[[Winner determined after Gameplay Ends]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Carse&amp;quot;&amp;gt;. Carse, J.P. 1986. ''Finite and Infinite Games''. Penguin Books.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27672</id>
		<title>Unwinnable Games</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27672"/>
				<updated>2023-03-08T09:19:47Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Gameplay Arc Patterns]]&lt;br /&gt;
[[Category:Aesthetic Patterns]]&lt;br /&gt;
[[Category:Winning Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
''Games that do not have any winning conditions.''&lt;br /&gt;
&lt;br /&gt;
Some games are not possible to win regardless of how well one performs. This is because the systems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players could their own goals and winning conditions or by letting players compare their performance with previous performances by themselves or others.&lt;br /&gt;
&lt;br /&gt;
Carse divides human activities into ''Finite Games and Infinite Games'' in his book with the same name&amp;lt;ref name=&amp;quot;Carse&amp;quot;/&amp;gt;, and simplified his view of ''Infinite Games'' are [[Unwinnable Games]] that are played with the goal of continuing to play the game.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Early computer games such as [[Asteroids]] and [[Space Invaders]] were [[Unwinnable Games]] in that gamers were constantly given new obstacles as soon as they overcame their current ones. [[Pac-Man]] is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[http://en.wikipedia.org/wiki/Pac-Man], making it open for interpretation if reaching the highest possible level in a game equals winning over it. The casual games [[Staries]] and [[Icy Tower]] are later examples of games that have no winning conditions.&lt;br /&gt;
&lt;br /&gt;
Roleplaying games such as [[Dungeons &amp;amp; Dragons]] and [[GURPS]] do not have general winning conditions. Individual campaign might be winnable but the gameplay of improving one's character can continue and may likely be in the players interest. The 4th Edition of [[Dungeons and Dragons]] have structures of retiring characters when they reach level 30 (through gaining some form of immortality) but not even this needs to be seen as having completely beating the game since gameplay can continue with a new character. While simply surviving [[Paranoia]] scenarios with at least one of one's clones alive can be considered victories, the publishers of the roleplaying game published ''Code 7'' missions that required one more clone that players have.&lt;br /&gt;
&lt;br /&gt;
Massively multiplayer online games such as [[World of Warcraft]] and [[Eve Online]] have similar structures but add challenges of fighting other players, accessing the best available equipment and gaining achievements.&lt;br /&gt;
&lt;br /&gt;
[[September 12th]] and [[Hell Tetris]] are examples of games that make the realization that they are unwinnable one of the main experiences of playing them.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
Games may be unwinnable to specific people because of lack of time, interest, or competence. This is however more a question of the players' possibilities than the design of a game, and when it is an effect of the design (rather than say the people not being the targeted audience) it is often seen as a problem with that design. [[Unwinnable Games]] in contrast are games whose system is design so that their is no winning condition and no players regardless of skills and devotion can achieve a certain game state designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]]. &lt;br /&gt;
&lt;br /&gt;
Three main - and compatible - ways of creating [[Unwinnable Games]] are [[Ever Increasing Difficulty]], [[Continuous Goals]], and [[Grinding]]. [[Ever Increasing Difficulty]] ensure that players at some point will lose due to not having enough competence (given that the game system can provide challenges beyond any player's competence). [[Continuous Goals]] that are necessary for continued gameplay rely on players at some time failing in competence or attention to a goal (e.g., a [[Survive]] goal for a player's [[Focus Loci]]). [[Grinding]] that lets players continuously do actions for little or no progress in the game, relying primarily on players losing interest in the gameplay and quitting for being unwinnable.&lt;br /&gt;
&lt;br /&gt;
There are two typical reasons for creating [[Unwinnable Games]]. The first reason is that one may wish to reinforce the [[Replayability]] by not making it possible to ever beat the game completely. In this case there exists enforced end conditions, e.g. by strict [[Time Limits]] or [[Steadily Decreasing Resources]] and to make it possible to compare ones performance with earlier game session there typically also exists [[Trans-Game Information]] (e.g. [[Achievements]] or [[High Score Lists]]) so that [[Meta Games]] are possible. The second reason is to create [[Never Ending Stories]], that is, games without any end condition at all. Common in [[Roleplaying]] games, these games cannot have a winning condition for the whole game but instead needs to provide incentives to play in other ways. This is typically done through offering smaller local goals, either [[Ephemeral Goals]] or [[Player-Defined Goals]], or simple through the [[Social Interaction]] offered by the game or play activity. An issue with non-ending games is how to balance increased [[Gameplay Mastery]] and [[Improved Abilities]] with challenges so that the [[Challenging Gameplay]] is maintained. [[Red Queen Dilemmas]] is a possible solution to this by adding the difficulty as players gain more power to influence the game. However, non-ending games are incompatible with [[Time Limited Game Instances]] but this may not be a problem if [[Game Pauses]] are used since then the game and play sessions can be regulated instead.&lt;br /&gt;
&lt;br /&gt;
While [[Unwinnable Games]] cannot end due to completing the game, they can have [[Game Termination Penalties]] and [[Game Over]] through dying, in fact this is common in many early examples of using the pattern.&lt;br /&gt;
&lt;br /&gt;
One design possibility that is more suitable to [[Unwinnable Games]] than others is that of [[Entitled Players]]; it is less problematic to trust players with powers affecting how the game is played if they have less reason to misuse that power.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Every game state in an [[Unwinnable Games|Unwinnable Game]] is a [[Unwinnable Game States|Unwinnable Game State]]. At first glance it can seem strange that one can have or would want games which cannot be won since it removes what is typically the reason for activities to become meaningful in them. While other reasons for playing games exists, many games can however be the basis for [[Meta Games]] through [[Trans-Game Information]] (such as [[Achievements]] or [[High Score Lists]]) or [[Progress Indicators]] and can then still provide meaningful gameplay concerned with measuring how well one has performed. When [[Unwinnable Games]] allow this kind of gameplay, they somewhat paradoxically promote [[Replayability]]. Sometimes realizing the unwinnable nature of a game is an intention in the design; the [[:Category:Serious Games|Serious Game]] [[September 12th]] uses the impossibility of winning it to argue the futility in the struggle thematized by the game and the (earlier) movie War Games appropriates [[Tic-Tac-Toe]] to make a similar argument. Providing [[Illusionary Rewards]] can also make parts of [[Unwinnable Games]] meaningful since players may appreciate these challenges even if they are not affecting the game state.&lt;br /&gt;
&lt;br /&gt;
When players notice that games are unwinnable they may see this as revealing an [[Exaggerated Perception of Influence]] in the game design. This may cause them to stop playing (which in a sense was the intention with the serious games mentioned in the previous paragraph since this would make the point that one should stop with the activity portrayed) but may also cause players to set up their own [[Player-Defined Goals]] that they consider win (and end) conditions. Regardless of when and why players stop playing [[Unwinnable Games]], they do so by [[Surrendering]] (to the game design).&lt;br /&gt;
&lt;br /&gt;
Although [[Narration Structures]] can support players the gameplay structure in [[Unwinnable Games]], the narrative aspects are likely to not attract interest unless they change in significant ways between game sessions. More specifically, [[Predetermined Story Structures]] are difficult to have in [[Unwinnable Games]] since their content is limited and this may be exhausted by sufficiently long gameplay and [[Main Goals]] and [[Main Quests|Quests]] are in direct conflict with [[Unwinnable Games]] since completing these are ways of ''winning'' the game even if gameplay continues afterwards. That said, [[Main Goals]]&lt;br /&gt;
&lt;br /&gt;
[[Unwinnable Games]] may be seen as a rather easy way to avoid having a [[Predictable Winner]] at any point in a game, but this is not strictly true. First, the [[Predictable Winner]] may be nobody as the [[Tic-Tac-Toe]] example shows and second players may set up their own winning conditions between themselves, e.g. who can get the highest [[Scores|Score]] in a game of [[Pac-Man]] (so [[Scores]] can be used to modulate [[Unwinnable Games]]). Even so, [[Unwinnable Games]] can be used as part of a design strategy to make players less likely to identify any specific player as being able to reach the winning conditions set up by a game.&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Games]] which are also unwinnable, e.g. most [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], will need to deal with [[Early Leaving Players]] since this will occur in all game instances except the ones where all players simultaneously stop playing.&lt;br /&gt;
&lt;br /&gt;
For rather obvious reasons, i.e. having no winner, [[Unwinnable Games]] are incompatible with [[Winner determined after Gameplay Ends]] and [[Winning by Ending Gameplay]]. It is also not possible for [[Unwinnable Games]] to have [[Endgame]] phases. [[Unwinnable Games]] can only appear to have [[Higher-Level Closures as Gameplay Progresses]] to those that do not know that the games are [[Unwinnable Games]], so the patterns are generally incompatible.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Never Ending Stories]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Surrendering]], &lt;br /&gt;
[[Unwinnable Game States]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Multiplayer Games]] ====&lt;br /&gt;
[[Early Leaving Players]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Multiplayer Games]], &lt;br /&gt;
[[Single-Player Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Ever Increasing Difficulty]], &lt;br /&gt;
[[Grinding]], &lt;br /&gt;
[[Time Limits]], &lt;br /&gt;
[[Steadily Decreasing Resources]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Achievements]], &lt;br /&gt;
[[Entitled Players]], &lt;br /&gt;
[[Ephemeral Goals]], &lt;br /&gt;
[[Game Pauses]], &lt;br /&gt;
[[Game Over]], &lt;br /&gt;
[[Game Termination Penalties]], &lt;br /&gt;
[[High Score Lists]], &lt;br /&gt;
[[Illusionary Rewards]], &lt;br /&gt;
[[Meta Games]], &lt;br /&gt;
[[Player-Defined Goals]], &lt;br /&gt;
[[Progress Indicators]], &lt;br /&gt;
[[Red Queen Dilemmas]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Trans-Game Information]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Challenging Gameplay]], &lt;br /&gt;
[[Endgame]], &lt;br /&gt;
[[Exaggerated Perception of Influence]], &lt;br /&gt;
[[Higher-Level Closures as Gameplay Progresses]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Main Quests]], &lt;br /&gt;
[[Predetermined Story Structures]], &lt;br /&gt;
[[Predictable Winner]], &lt;br /&gt;
[[Time Limited Game Instances]], &lt;br /&gt;
[[Winner determined after Gameplay Ends]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Carse&amp;quot;&amp;gt;. Carse, J.P. 1986. ''Finite and Infinite Games''. Penguin Books.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27671</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27671"/>
				<updated>2023-03-08T09:19:39Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]], &lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27670</id>
		<title>Unwinnable Games</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Unwinnable_Games&amp;diff=27670"/>
				<updated>2023-03-08T09:18:08Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Gameplay Arc Patterns]]&lt;br /&gt;
[[Category:Aesthetic Patterns]]&lt;br /&gt;
[[Category:Winning Patterns]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
''Games that do not have any winning conditions.''&lt;br /&gt;
&lt;br /&gt;
Some games are not possible to win regardless of how well one performs. This is because the systems they use have no state defined as winning or no way to get there. Such games can still pose interesting challenges to players either by letting players could their own goals and winning conditions or by letting players compare their performance with previous performances by themselves or others.&lt;br /&gt;
&lt;br /&gt;
Carse divides human activities into ''Finite Games and Infinite Games'' in his book with the same name&amp;lt;ref name=&amp;quot;Carse&amp;quot;/&amp;gt;, and simplified his view of ''Infinite Games'' are [[Unwinnable Games]] that are played with the goal of continuing to play the game.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Early computer games such as [[Asteroids]] and [[Space Invaders]] were [[Unwinnable Games]] in that gamers were constantly given new obstacles as soon as they overcame their current ones. [[Pac-Man]] is designed in the same fashion but the original version has a software bug making it allegedly impossible to complete its 256th level[http://en.wikipedia.org/wiki/Pac-Man], making it open for interpretation if reaching the highest possible level in a game equals winning over it. The casual games [[Staries]] and [[Icy Tower]] are later examples of games that have no winning conditions.&lt;br /&gt;
&lt;br /&gt;
Roleplaying games such as [[Dungeons &amp;amp; Dragons]] and [[GURPS]] do not have general winning conditions. Individual campaign might be winnable but the gameplay of improving one's character can continue and may likely be in the players interest. The 4th Edition of [[Dungeons and Dragons]] have structures of retiring characters when they reach level 30 (through gaining some form of immortality) but not even this needs to be seen as having completely beating the game since gameplay can continue with a new character. While simply surviving [[Paranoia]] scenarios with at least one of one's clones alive can be considered victories, the publishers of the roleplaying game published ''Code 7'' missions that required one more clone that players have.&lt;br /&gt;
&lt;br /&gt;
Massively multiplayer online games such as [[World of Warcraft]] and [[Eve Online]] have similar structures but add challenges of fighting other players, accessing the best available equipment and gaining achievements.&lt;br /&gt;
&lt;br /&gt;
[[September 12th]] and [[Hell Tetris]] are examples of games that make the realization that they are unwinnable one of the main experiences of playing them.&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
Games may be unwinnable to specific people because of lack of time, interest, or competence. This is however more a question of the players' possibilities than the design of a game, and when it is an effect of the design (rather than say the people not being the targeted audience) it is often seen as a problem with that design. [[Unwinnable Games]] in contrast are games whose system is design so that their is no winning condition and no players regardless of skills and devotion can achieve a certain game state designated as the winning one. Both [[Multiplayer Games]] and [[Single-Player Games]] can be [[Unwinnable Games]]. &lt;br /&gt;
&lt;br /&gt;
Three main - and compatible - ways of creating [[Unwinnable Games]] are [[Ever Increasing Difficulty]], [[Continuous Goals]], and [[Grinding]]. [[Ever Increasing Difficulty]] ensure that players at some point will lose due to not having enough competence (given that the game system can provide challenges beyond any player's competence). [[Continuous Goals]] that are necessary for continued gameplay rely on players at some time failing in competence or attention to a goal (e.g., a [[Survive]] goal for a player's [[Focus Loci]]). [[Grinding]] that lets players continuously do actions for little or no progress in the game, relying primarily on players losing interest in the gameplay and quitting for being unwinnable.&lt;br /&gt;
&lt;br /&gt;
There are two typical reasons for creating [[Unwinnable Games]]. The first reason is that one may wish to reinforce the [[Replayability]] by not making it possible to ever beat the game completely. In this case there exists enforced end conditions, e.g. by strict [[Time Limits]] or [[Steadily Decreasing Resources]] and to make it possible to compare ones performance with earlier game session there typically also exists [[Trans-Game Information]] (e.g. [[Achievements]] or [[High Score Lists]]) so that [[Meta Games]] are possible. The second reason is to create [[Never Ending Stories]], that is, games without any end condition at all. Common in [[Roleplaying]] games, these games cannot have a winning condition for the whole game but instead needs to provide incentives to play in other ways. This is typically done through offering smaller local goals, either [[Ephemeral Goals]] or [[Player-Defined Goals]], or simple through the [[Social Interaction]] offered by the game or play activity. An issue with non-ending games is how to balance increased [[Gameplay Mastery]] and [[Improved Abilities]] with challenges so that the [[Challenging Gameplay]] is maintained. [[Red Queen Dilemmas]] is a possible solution to this by adding the difficulty as players gain more power to influence the game. However, non-ending games are incompatible with [[Time Limited Game Instances]] but this may not be a problem if [[Game Pauses]] are used since then the game and play sessions can be regulated instead.&lt;br /&gt;
&lt;br /&gt;
While [[Unwinnable Games]] cannot end due to completing the game, they can have [[Game Termination Penalties]] and [[Game Over]] through dying, in fact this is common in many early examples of using the pattern.&lt;br /&gt;
&lt;br /&gt;
One design possibility that is more suitable to [[Unwinnable Games]] than others is that of [[Entitled Players]]; it is less problematic to trust players with powers affecting how the game is played if they have less reason to misuse that power.&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
Every game state in an [[Unwinnable Games|Unwinnable Game]] is a [[Unwinnable Game States|Unwinnable Game State]]. At first glance it can seem strange that one can have or would want games which cannot be won since it removes what is typically the reason for activities to become meaningful in them. While other reasons for playing games exists, many games can however be the basis for [[Meta Games]] through [[Trans-Game Information]] (such as [[Achievements]] or [[High Score Lists]]) or [[Progress Indicators]] and can then still provide meaningful gameplay concerned with measuring how well one has performed. When [[Unwinnable Games]] allow this kind of gameplay, they somewhat paradoxically promote [[Replayability]]. Sometimes realizing the unwinnable nature of a game is an intention in the design; the [[:Category:Serious Games|Serious Game]] [[September 12th]] uses the impossibility of winning it to argue the futility in the struggle thematized by the game and the (earlier) movie War Games appropriates [[Tic-Tac-Toe]] to make a similar argument. Providing [[Illusionary Rewards]] can also make parts of [[Unwinnable Games]] meaningful since players may appreciate these challenges even if they are not affecting the game state.&lt;br /&gt;
&lt;br /&gt;
When players notice that games are unwinnable they may see this as revealing an [[Exaggerated Perception of Influence]] in the game design. This may cause them to stop playing (which in a sense was the intention with the serious games mentioned in the previous paragraph since this would make the point that one should stop with the activity portrayed) but may also cause players to set up their own [[Player-Defined Goals]] that they consider win (and end) conditions. Regardless of when and why players stop playing [[Unwinnable Games]], they do so by [[Surrendering]] (to the game design).&lt;br /&gt;
&lt;br /&gt;
Although [[Narration Structures]] can support players the gameplay structure in [[Unwinnable Games]], the narrative aspects are likely to not attract interest unless they change in significant ways between game sessions. More specifically, [[Predetermined Story Structures]] are difficult to have in [[Unwinnable Games]] since their content is limited and this may be exhausted by sufficiently long gameplay and [[Main Quests]] are in direct conflict with [[Unwinnable Games]] since completing the [[Main Quests]] are ways of ''winning'' the game even if gameplay continues afterwards.&lt;br /&gt;
&lt;br /&gt;
[[Unwinnable Games]] may be seen as a rather easy way to avoid having a [[Predictable Winner]] at any point in a game, but this is not strictly true. First, the [[Predictable Winner]] may be nobody as the [[Tic-Tac-Toe]] example shows and second players may set up their own winning conditions between themselves, e.g. who can get the highest [[Scores|Score]] in a game of [[Pac-Man]] (so [[Scores]] can be used to modulate [[Unwinnable Games]]). Even so, [[Unwinnable Games]] can be used as part of a design strategy to make players less likely to identify any specific player as being able to reach the winning conditions set up by a game.&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Games]] which are also unwinnable, e.g. most [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]], will need to deal with [[Early Leaving Players]] since this will occur in all game instances except the ones where all players simultaneously stop playing.&lt;br /&gt;
&lt;br /&gt;
For rather obvious reasons, i.e. having no winner, [[Unwinnable Games]] are incompatible with [[Winner determined after Gameplay Ends]] and [[Winning by Ending Gameplay]]. It is also not possible for [[Unwinnable Games]] to have [[Endgame]] phases. [[Unwinnable Games]] can only appear to have [[Higher-Level Closures as Gameplay Progresses]] to those that do not know that the games are [[Unwinnable Games]], so the patterns are generally incompatible.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Never Ending Stories]], &lt;br /&gt;
[[Replayability]], &lt;br /&gt;
[[Surrendering]], &lt;br /&gt;
[[Unwinnable Game States]]&lt;br /&gt;
&lt;br /&gt;
==== with [[Multiplayer Games]] ====&lt;br /&gt;
[[Early Leaving Players]]&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Multiplayer Games]], &lt;br /&gt;
[[Single-Player Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Continuous Goals]], &lt;br /&gt;
[[Ever Increasing Difficulty]], &lt;br /&gt;
[[Grinding]], &lt;br /&gt;
[[Time Limits]], &lt;br /&gt;
[[Steadily Decreasing Resources]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Achievements]], &lt;br /&gt;
[[Entitled Players]], &lt;br /&gt;
[[Ephemeral Goals]], &lt;br /&gt;
[[Game Pauses]], &lt;br /&gt;
[[Game Over]], &lt;br /&gt;
[[Game Termination Penalties]], &lt;br /&gt;
[[High Score Lists]], &lt;br /&gt;
[[Illusionary Rewards]], &lt;br /&gt;
[[Meta Games]], &lt;br /&gt;
[[Player-Defined Goals]], &lt;br /&gt;
[[Progress Indicators]], &lt;br /&gt;
[[Red Queen Dilemmas]], &lt;br /&gt;
[[Scores]], &lt;br /&gt;
[[Trans-Game Information]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
[[Challenging Gameplay]], &lt;br /&gt;
[[Endgame]], &lt;br /&gt;
[[Exaggerated Perception of Influence]], &lt;br /&gt;
[[Higher-Level Closures as Gameplay Progresses]], &lt;br /&gt;
[[Main Goals]], &lt;br /&gt;
[[Main Quests]], &lt;br /&gt;
[[Predetermined Story Structures]], &lt;br /&gt;
[[Predictable Winner]], &lt;br /&gt;
[[Time Limited Game Instances]], &lt;br /&gt;
[[Winner determined after Gameplay Ends]], &lt;br /&gt;
[[Winning by Ending Gameplay]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Carse&amp;quot;&amp;gt;. Carse, J.P. 1986. ''Finite and Infinite Games''. Penguin Books.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acknowledgments ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27669</id>
		<title>Main Goals</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Main_Goals&amp;diff=27669"/>
				<updated>2023-03-08T09:16:45Z</updated>
		
		<summary type="html">&lt;p&gt;Staffan Björk: /* Relations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Patterns]]&lt;br /&gt;
[[Category:Goal Patterns]]&lt;br /&gt;
[[Category:Needs work]]&lt;br /&gt;
[[Category:Needs revision]]&lt;br /&gt;
[[Category:Needs examples]]&lt;br /&gt;
[[Category:Needs references]]&lt;br /&gt;
[[Category:Patterns created on the Wiki]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:To be Published]]&lt;br /&gt;
[[Category:Staffan's current workpage]]&lt;br /&gt;
''The one-sentence &amp;quot;definition&amp;quot; that should be in italics.''&lt;br /&gt;
&lt;br /&gt;
This pattern is a still a stub.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
[[Chess]]&lt;br /&gt;
[[Go]]&lt;br /&gt;
&lt;br /&gt;
[[Minecraft]]&lt;br /&gt;
[[Fallout 3]]&lt;br /&gt;
&lt;br /&gt;
==== Anti-Examples ====&lt;br /&gt;
optional&lt;br /&gt;
&lt;br /&gt;
== Using the pattern ==&lt;br /&gt;
In games with [[Game Worlds]], [[Main Goals]] are typically created through having [[Main Quests]] since this strongly links the [[Main Goals]] with the [[Game Worlds]].&lt;br /&gt;
&lt;br /&gt;
While [[Main Goals]] often make use of [[Goal Hierarchies]], they can themselves affect [[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]]. This since each game or game instance in [[Polyathlons]] and [[Tournaments]] need clear [[Main Goals]] so there outcomes can be used in determining the outcome in general for [[Polyathlons]] and [[Tournaments]]. In this sense [[Main Goals]] are functionally more necessary in games which are part of other games than those which are played on their own.&lt;br /&gt;
&lt;br /&gt;
[[Main Goals]] are typically natural ending points for gameplay since the other players or the game has been &amp;quot;beat&amp;quot;. This is not always the case, e.g. [[Fallout 3]] and [[Minecraft]] allow gameplay to continue after the [[Main Goals]] of these games have been completed. These games have large open [[Game Worlds]] which invites gameplay beyond the [[Main Goals]] and it may thereby seem wasteful not allowing players the possibility of continuing playing if they wish ([[Fallout 3]] for example has many independent [[Quests]] that may be wished to be explored after the [[Main Goals|Main Goal]] has been achieved). [[World of Warcraft]] takes this one step further with [[Endgame Quests]] which are designed to be played after reaching the maximum [[Character Levels]] with a [[Characters|Character]]; the presence of these can be used to argue that [[World of Warcraft]] does not actually have a [[Main Goals|Main Goal]] or that it has one in name only.&lt;br /&gt;
&lt;br /&gt;
=== Diegetic Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Interface Aspects ===&lt;br /&gt;
&lt;br /&gt;
=== Narration Aspects ===&lt;br /&gt;
&lt;br /&gt;
== Consequences ==&lt;br /&gt;
By definition, [[Main Goals]] are [[Mandatory Goals]] although implicit ''Win the game'' or ''End the game'' goals may need to be assumed for games allowing many ways of winning or ending the game.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
[[Unwinnable Games]]&lt;br /&gt;
&lt;br /&gt;
=== Can Instantiate ===&lt;br /&gt;
[[Mandatory Goals]]&lt;br /&gt;
&lt;br /&gt;
==== with ... ====&lt;br /&gt;
&lt;br /&gt;
=== Can Modulate ===&lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]], &lt;br /&gt;
[[Predefined Goals]], &lt;br /&gt;
[[Supporting Goals]]&lt;br /&gt;
&lt;br /&gt;
[[Goal Hierarchies]] in games with [[Polyathlons]] or [[Tournaments]] &lt;br /&gt;
&lt;br /&gt;
=== Can Be Instantiated By ===&lt;br /&gt;
[[Main Quests]]&lt;br /&gt;
&lt;br /&gt;
=== Can Be Modulated By ===&lt;br /&gt;
[[Dynamic Goal Characteristic]], &lt;br /&gt;
[[Endgame Quests]], &lt;br /&gt;
[[Goal Hierarchies]], &lt;br /&gt;
[[Narration Structures]]&lt;br /&gt;
&lt;br /&gt;
=== Possible Closure Effects ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
=== Potentially Conflicting With ===&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
New pattern created in this wiki.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
== Acknowledgements ==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	</feed>