Gameplay Design Pattern Template

From gdp3
Jump to: navigation, search

Make a copy of this page (go into edit, ctrl-A, ctrl-c, write the name in the search box, create page, ctrl-v) when you want to create a new gameplay design pattern. Let the pattern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.:

[[Category:Patterns]]
[[Category:Needs references]]
[[Category:Needs work]]
(use this if that pattern isn't finished)
[[Category:Needs revision]]
(use this if that pattern is complete but only one person has gone through this)
[[Category:Needs examples]]
(use this if the pattern needs more examples)

For you're own sake it may be good to mark which patterns you are currently working on with an additional category, e.g.

[[Category:Staffan's current workpage]]

for Staffan Björk.

It may be a good idea to use the "What Links here" tool on the left hand side to catch all references to a pattern.

A shortened version of the Gameplay Design Pattern Template, Shortened without any padding exists.

The template proper start below the line.


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

Short paragraph giving the description of the pattern while not referring to any other patterns.

Until the pattern has been expanded beyond a definition and external links it is suggested that the following sentence is included:

This pattern is a still a stub.

Examples

Some examples, preferably from different genres and with links to wiki pages of the games.

Anti-Examples

Optional, to show games that exhibit the opposite of the pattern.

Using the pattern

Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.

The sub headings below should be added if feasible.

Diegetic Aspects

Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns

Interface Aspects

Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns

Narration Aspects

Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns

Consequences

What effects a patterns has on a design.

Relations

Can Instantiate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

with Gameplay Design Pattern Template

Gameplay Design Pattern Template

with Gameplay Design Pattern Template

Gameplay Design Pattern Template

Can Modulate

Gameplay Design Pattern Template , Gameplay Design Pattern Template

Can Be Instantiated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Can Be Modulated By

Gameplay Design Pattern Template, Gameplay Design Pattern Template

Possible Closure Effects

Potentially Conflicting With

Gameplay Design Pattern Template, Gameplay Design Pattern Template

History

Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:

An updated version of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.

References

References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).

<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
</references>

Acknowledgments

Place to acknowledge people that have provided examples and insights but not directly worked on the description.