Difference between revisions of "Category:Patterns"
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If the collection doesn't seem to be extensive, it's because we haven't put in all our old patterns. We will be doing this piecewise as we rewrite them. See | If the collection doesn't seem to be extensive, it's because we haven't put in all our old patterns. We will be doing this piecewise as we rewrite them. See | ||
[[Pattern Suggestion List]] for all the old patterns and suggestions for ones that should be created. | [[Pattern Suggestion List]] for all the old patterns and suggestions for ones that should be created. | ||
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'''Quick guideline''' | '''Quick guideline''' | ||
Something is considered a design pattern (game component) if it could be used deliberately by a designer creating a game. | Something is considered a design pattern (game component) if it could be used deliberately by a designer creating a game. | ||
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+ | == Sub-categories of Patterns == | ||
+ | Several different types of pattern categories have been identified. One example is [[:Category:Meta Patterns|Meta Patterns]] which describe how gameplay can be created on top of games. | ||
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+ | Patterns can be mapped onto the [[MDA Framework]], meaning that a pattern can either be [[:Category:Mechanical Patterns|mechanic]], [[:Category:Dynamic Patterns|dynamic]], or [[:Category:Aesthetical Patterns|aesthetic]]. | ||
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+ | See [[:Category:Patterns created on the Wiki|Patterns created on the Wiki]] for the new patterns. |
Revision as of 14:38, 24 February 2010
This is one of the main categories on the wiki.
If the collection doesn't seem to be extensive, it's because we haven't put in all our old patterns. We will be doing this piecewise as we rewrite them. See Pattern Suggestion List for all the old patterns and suggestions for ones that should be created.
Quick guideline Something is considered a design pattern (game component) if it could be used deliberately by a designer creating a game.
Sub-categories of Patterns
Several different types of pattern categories have been identified. One example is Meta Patterns which describe how gameplay can be created on top of games.
Patterns can be mapped onto the MDA Framework, meaning that a pattern can either be mechanic, dynamic, or aesthetic.
See Patterns created on the Wiki for the new patterns.
Pages in category "Patterns"
The following 200 pages are in this category, out of 623 total.
(previous page) (next page)F
- Fake Game Cancellations
- Fake Game Overs
- Feelies
- Feigned Die Rolls
- Finale Levels
- First Player Advantages
- First Player Tokens
- First-Person Views
- Fixed Distributions
- Flanking Routes
- Flip-Flop Events
- Focus Loci
- Fog of War
- Framed Freedom
- Free Game Element Manipulation
- Free Gift Inventories
- Freedom of Choice
- Friend Lists
- Friendly Fire
- FUBAR Enjoyment
- Fudged Results
- Functional Roles
- Further Player Improvement Potential
G
- Gain Competence
- Gain Information
- Gain Ownership
- Galleries
- Game Boards
- Game Element Insertion
- Game Element Trading
- Game Instance Stories
- Game Items
- Game Lobbies
- Game Masters
- Game Over
- Game Pauses
- Game Servers
- Game State Indicators
- Game State Overviews
- Game System Player
- Game Termination Penalties
- Game Time Manipulation
- Game World Exploration
- Game World Navigation
- Game Worlds
- Gameplay Engines
- Gameplay Mastery
- Gameplay Statistics
- Gamer Mode
- Generic Adversaries
- Geometric Progression
- Geospatial Game Widgets
- Ghosts
- Goal Achievements
- Goal Hierarchies
- Goal Indicators
- Goal-Driven Personal Development
- God Fingers
- God Views
- Gossip
- Grind Achievements
- Grinding
- Guard
- Guilting
H
I
- Illusion of Open Space
- Illusionary Rewards
- Improved Abilities
- Inaccessible Areas
- Incompatible Goals
- Increasing Rewards
- Individual Penalties
- Individual Rewards
- Information Passing
- Initiative
- Installations
- Instances
- Interferable Goals
- Internal Conflicts
- Internal Rivalry
- Interruptibility
- Interruptible Actions
- Inventories
- Investments
- Invisible Walls
- Invites
- Invulnerabilities
- Irreversible Events
L
M
- MacGuffins
- Main Goals
- Main Quests
- Mandatory Goals
- Maneuvering
- Massively Multiplayer Online Games
- Massively Single-Player Online Games
- Mediated Gameplay
- Melodramatic Structures
- Memorabilia
- Memorizing
- Memory of Important Events
- Meta Games
- Meta Servers
- Meta-Postures
- Meta-Techniques
- Middlegame
- Mimetic Interfaces
- Mini-maps
- Minigames
- Minimalized Social Weight
- Misfortune Mitigation
- Moveable Tiles
- Movement
- Movement Limitations
- Mules
- Multiplayer Games
- Mutual FUBAR Enjoyment
- Mutual Goals
N
- Narration Structures
- Near Miss Indicators
- Negative Feedback Loops
- Negotiable Game Instance Duration
- Negotiable Game Sessions
- Negotiable Play Sessions
- New Abilities
- Ninja Looting
- No Direct Player Influence
- No-Ops
- No-Use Bonus
- Non-Consistent Narration
- Non-Diegetic Communication
- Non-Diegetic Features
- Non-Localized Resources
- Non-Player Characters
- Non-Player Help
- Non-Renewable Resources
O
P
- Parallel Lives
- Parties
- Password Save Files
- Pay to Play
- Penalties
- Performance Uncertainty
- Permadeath
- Persistent Game World Changes
- Persistent Game Worlds
- Perspective Taking
- Pervasive Gameplay
- Phasing
- Physical Enactment
- Physical Navigation
- Pick-Ups
- Picture-in-Picture Views
- Player Agency
- Player Aids
- Player Anonymity
- Player Augmentations
- Player Balance