Difference between revisions of "Category:Staffan's current workpage"
From gdp3
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* Create relation between difficulty levels and replayability | * Create relation between difficulty levels and replayability | ||
* Link tension to uncertainty of information | * Link tension to uncertainty of information | ||
− | * Risk/Reward dynamic pattern | + | * [[Risk/Reward]] dynamic pattern |
− | * Refactor in Loss of Control and Transfer of Control to Helplessness | + | * Refactor in [[Loss of Control]] and [[Transfer of Control]] to [[Helplessness]] |
− | * Refactor Tension relations in Luck | + | * Refactor [[Tension]] relations in [[Luck]] |
− | * Make Enemies to cause Tension through Combat not directly | + | * Make [[Enemies]] to cause [[Tension]] through [[Combat]] not directly |
* Publish patterns on the [[:Category:To be Published|To be Published]] page | * Publish patterns on the [[:Category:To be Published|To be Published]] page | ||
* Add reference to Jesper's Dead Time concept in Grinding | * Add reference to Jesper's Dead Time concept in Grinding |
Revision as of 20:41, 17 July 2014
Just a simple category to help keep track of which page Staffan Björk is working on.
Contents
ToDos
- Go through all patterns and make sure they are placed in the MDA hierarchy
- In winter 2014, check CHI PLAY 2014 paper on categories of communication
- Add Jonas' game to the Possibility of Anonymity pattern
- Adds patterns from the Irresisteble Apps book
- Link Quests to Ephemeral Goals
- Rename Massively Single-Player Online Games -> Massively Single-Player Gameplay
- Add dark patterns and social media patterns
- discuss Diegetic Consistency in Early Elimination
- Add entities to Atomic Patterns
- Add Attributes, Skills, etc. to Characters
- Create relation between difficulty levels and replayability
- Link tension to uncertainty of information
- Risk/Reward dynamic pattern
- Refactor in Loss of Control and Transfer of Control to Helplessness
- Refactor Tension relations in Luck
- Make Enemies to cause Tension through Combat not directly
- Publish patterns on the To be Published page
- Add reference to Jesper's Dead Time concept in Grinding
- Consider renaming Player Decided Rule Setup to Game Options
- Add Delivery
- Move Prisoners' Dilemma from Social Dilemmas
- Merge Attention Demanding with The Show Must Go On
- Change Budgeted Action Points to Action Points
- Lägg till AI Players för Left 4 Dead series
- Fix name for Strutfotboll! (and thanks to Jonas Löwgren)
- Add tags for Tempo and Balancing
- Link Live Action Roleplaying to Alternate Reality Gameplay, etc.
- Consider Speed Runs -> Speedruns
- Consider the Life Simulation category for games
- Consider splitting subpatterns from can be instantiate by relation and splitting superpatterns from can instantiate
- Roleplaying -> Role-Playing ....
- Add conflict between actions have consequences and Freedom of Choice
- Check basic grammar issues on pattern
- Check hattrick and Drafting
- Check out Gillian's RPG patterns
- Split Obstacles parts out of Environmental Effects
- Split Privileged Actions from Privileged Abilities?
- From CHI 2009 - get point from Yee's WoW note and the Starcraft spectator note
- Add more games to Imperfect Information Games
- Separate Non-Diegetic Features from Diegetically Outstanding Features
- Fråga Dristig om vad supergubben heter i fighting spelet
- Find name for dropping and picking up trading for Transferable Items
- Add Kriegsspiel and link it to patterns
- Find proper reference to Sid Meier's "interesting choices" quote.
- Add following games as examples: Munchkin, Scrabble, Solitaire, Diplomacy, Risk, Trivial Pursuit, Pinball Dreams, Mornington Crescent (an example of Conceptual Games), Conspiracy for Good, Prosopopeia, Who Wants to Be a Millionaire?, Fruit Ninja, Osmos, the Worms series, Robot Unicorn Attack, Elite series, The Resistance, Mafia, Knizia's Samurai, the Creatures series, the Dungeon Keeper series, SimEarth: The Living Planet, Alter Ego, Little Computer People, Metroid series
- Fix all patterns in Category:Stub
- Add LARP examples to patterns from the Nordic LARP book, including the patterns Events Timed to the Real World and Heterogeneous Game Element Ownership
- Ensure that all mechanics from BoardGameGeek are represented. Done:
- Worker Placement
- Action Point Allowance System
- Variable Phase Order
- Check Roleplaying pattern for inclusion of more roleplaying books (desktop & dungeons, plus the ones at the office)
- Mikael Rytterhags subversions of camping (see handin 4)
- Magnus Olaussons ideer om direct-control switches
- Camile Baudron types of jumping
- Brice Clocher for types of exploration
- Find text from LeBlanc about feedback loops in games for those patterns
- Work in additional examples to time-handling from the Wikpedia entry
for Grinding (via Christian Klinton)
- Best, Z. (2010). The Opposite of Grind. Available: http://gamedesignaspect.blogspot.com/2010/12/opposite-of-grind.html. Last accessed 9 Mars 2011.
- Josh. (2010). Blur Career Mode Tutorial Video Guide. Available: http://www.videogamesblogger.com/2010/06/05/blur-walkthrough-video-guide-ps3-xbox-360-pc.htm. Last accessed 9 Mars 2011.
- Lawley, L. (2006). In Praise of the Grind. Available: http://terranova.blogs.com/terra_nova/2006/08/in_praise_of_th.html. Last accessed 9 Mars 2011.
- Polack, T. (2008). Mechanics 3: Achievements. Available: http://www.polycat.net/1402/mechanics-3-achievements/. Last accessed 9 Mars 2011.
- Thompson, C. (2008). Back to the Grind in WoW — and Loving Every Tedious Minute. Available: http://www.wired.com/gaming/virtualworlds/commentary/games/2008/07/gamesfrontiers_0728.
for Levels
- Dormans work on action-adventure games
- Milam and Seif El Nasr
- reference to Larsen's design patterns
Potential patterns
- Companion Quests - suggested by Mark Childs
Tools
Gameplay Design Pattern Template, Shortened
Pages in category "Staffan's current workpage"
The following 17 pages are in this category, out of 17 total.