Difference between revisions of "Pattern Suggestion List"
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=== From the cd-rom === | === From the cd-rom === | ||
Ability Losses | Ability Losses | ||
+ | |||
Achilles' Heels | Achilles' Heels | ||
+ | |||
Agents | Agents | ||
+ | |||
Aim & Shoot | Aim & Shoot | ||
+ | |||
+ | |||
Alignment | Alignment | ||
+ | |||
Alliances | Alliances | ||
+ | |||
Alternative Reality | Alternative Reality | ||
+ | |||
Anticipation | Anticipation | ||
+ | |||
+ | |||
Area Control | Area Control | ||
+ | |||
Arithmetic Rewards for Investments | Arithmetic Rewards for Investments | ||
+ | |||
Asymmetric Abilities | Asymmetric Abilities | ||
+ | |||
Asymmetric Goals | Asymmetric Goals | ||
+ | |||
Asymmetric Information | Asymmetric Information | ||
+ | |||
Asymmetric Resource Distribution | Asymmetric Resource Distribution | ||
+ | |||
Asynchronous Games | Asynchronous Games | ||
+ | |||
Attention Swapping | Attention Swapping | ||
+ | |||
Avatars | Avatars | ||
+ | |||
Balancing Effects | Balancing Effects | ||
+ | |||
Betrayal | Betrayal | ||
+ | |||
Betting | Betting | ||
+ | |||
Bidding | Bidding | ||
+ | |||
Bluffing | Bluffing | ||
+ | |||
Book-Keeping Tokens | Book-Keeping Tokens | ||
+ | |||
Boss Monsters | Boss Monsters | ||
+ | |||
Budgeted Action Points | Budgeted Action Points | ||
+ | |||
Buttons | Buttons | ||
+ | |||
Cameras | Cameras | ||
+ | |||
Camping | Camping | ||
+ | |||
Capture | Capture | ||
+ | |||
Card Hands | Card Hands | ||
+ | |||
Cards | Cards | ||
+ | |||
Character Development | Character Development | ||
+ | |||
Characters | Characters | ||
+ | |||
Chargers | Chargers | ||
+ | |||
Closed Economies | Closed Economies | ||
+ | |||
Closure Points | Closure Points | ||
+ | |||
Clues | Clues | ||
+ | |||
Cognitive Immersion | Cognitive Immersion | ||
+ | |||
Collaborative Actions | Collaborative Actions | ||
+ | |||
Collecting | Collecting | ||
+ | |||
Collection | Collection | ||
+ | |||
Combat | Combat | ||
+ | |||
Combos | Combos | ||
+ | |||
Committed Goals | Committed Goals | ||
+ | |||
Communication Channels | Communication Channels | ||
+ | |||
Competence Areas | Competence Areas | ||
+ | |||
Competition | Competition | ||
+ | |||
Conceal | Conceal | ||
+ | |||
Configuration | Configuration | ||
+ | |||
Conflict | Conflict | ||
+ | |||
Connection | Connection | ||
+ | |||
Consistent Reality Logic | Consistent Reality Logic | ||
+ | |||
Construction | Construction | ||
+ | |||
Constructive Play | Constructive Play | ||
+ | |||
Consumers | Consumers | ||
+ | |||
Contact | Contact | ||
+ | |||
Container | Container | ||
+ | |||
Continuous Goals | Continuous Goals | ||
+ | |||
Controllers | Controllers | ||
+ | |||
Converters | Converters | ||
+ | |||
Cooperation | Cooperation | ||
+ | |||
Creative Control | Creative Control | ||
+ | |||
Cut Scenes | Cut Scenes | ||
+ | |||
Damage | Damage | ||
+ | |||
Deadly Traps | Deadly Traps | ||
+ | |||
Decreased Abilities | Decreased Abilities | ||
+ | |||
Dedicated Game Facilitators | Dedicated Game Facilitators | ||
+ | |||
Delayed Effects | Delayed Effects | ||
+ | |||
Delayed Reciprocity | Delayed Reciprocity | ||
+ | |||
Delivery | Delivery | ||
+ | |||
Dexterity-Based Actions | Dexterity-Based Actions | ||
+ | |||
Dice | Dice | ||
+ | |||
Diminishing Returns | Diminishing Returns | ||
+ | |||
Direct Information | Direct Information | ||
+ | |||
Discard Piles | Discard Piles | ||
+ | |||
Disruption of Focused Attention | Disruption of Focused Attention | ||
+ | |||
Downtime | Downtime | ||
+ | |||
Drawing Stacks | Drawing Stacks | ||
+ | |||
Dynamic Alliances | Dynamic Alliances | ||
+ | |||
Dynamic Goal Characteristics | Dynamic Goal Characteristics | ||
+ | |||
Early Elimination | Early Elimination | ||
+ | |||
Easter Eggs | Easter Eggs | ||
+ | |||
Eliminate | Eliminate | ||
+ | |||
Emotional Immersion | Emotional Immersion | ||
+ | |||
Empowerment | Empowerment | ||
+ | |||
Enclosure | Enclosure | ||
+ | |||
Enemies | Enemies | ||
+ | |||
Ephemeral Goals | Ephemeral Goals | ||
+ | |||
Evade | Evade | ||
+ | |||
Excluding Goals | Excluding Goals | ||
+ | |||
Experimenting | Experimenting | ||
+ | |||
Exploration | Exploration | ||
+ | |||
Extended Actions | Extended Actions | ||
+ | |||
Extra-Game Actions | Extra-Game Actions | ||
+ | |||
Extra-Game Consequences | Extra-Game Consequences | ||
+ | |||
Extra-Game Information | Extra-Game Information | ||
+ | |||
First-Person Views | First-Person Views | ||
+ | |||
Focus Loci | Focus Loci | ||
+ | |||
Fog of War | Fog of War | ||
+ | |||
Freedom of Choice | Freedom of Choice | ||
+ | |||
Gain Competence | Gain Competence | ||
+ | |||
Gain Information | Gain Information | ||
+ | |||
Gain Ownership | Gain Ownership | ||
+ | |||
Game Masters | Game Masters | ||
+ | |||
Game Mastery | Game Mastery | ||
+ | |||
Game Pauses | Game Pauses | ||
+ | |||
Game State Overview | Game State Overview | ||
+ | |||
Game World | Game World | ||
+ | |||
Game World Navigation | Game World Navigation | ||
+ | |||
Games within Games | Games within Games | ||
+ | |||
Geometric Rewards for Investments | Geometric Rewards for Investments | ||
+ | |||
Ghosts | Ghosts | ||
+ | |||
Goal Indicators | Goal Indicators | ||
+ | |||
Goal Points | Goal Points | ||
+ | |||
God Views | God Views | ||
+ | |||
God's Finger | God's Finger | ||
+ | |||
Guard | Guard | ||
+ | |||
Handicaps | Handicaps | ||
+ | |||
Handles | Handles | ||
+ | |||
Helpers | Helpers | ||
+ | |||
Herd | Herd | ||
+ | |||
Hierarchy of Goals | Hierarchy of Goals | ||
+ | |||
Higher-Level Closures as Gameplay Progresses | Higher-Level Closures as Gameplay Progresses | ||
+ | |||
Hovering Closures | Hovering Closures | ||
+ | |||
Identification | Identification | ||
+ | |||
Illusion of Influence | Illusion of Influence | ||
+ | |||
Illusionary Rewards | Illusionary Rewards | ||
+ | |||
Immersion | Immersion | ||
+ | |||
Imperfect Information | Imperfect Information | ||
+ | |||
Improved Abilities | Improved Abilities | ||
+ | |||
Inaccessible Areas | Inaccessible Areas | ||
+ | |||
Incompatible Goals | Incompatible Goals | ||
+ | |||
Indirect Control | Indirect Control | ||
+ | |||
Indirect Information | Indirect Information | ||
+ | |||
Individual Penalties | Individual Penalties | ||
+ | |||
Individual Rewards | Individual Rewards | ||
+ | |||
Interferable Goals | Interferable Goals | ||
+ | |||
Interruptible Actions | Interruptible Actions | ||
+ | |||
Investments | Investments | ||
+ | |||
Invisible Walls | Invisible Walls | ||
+ | |||
King of the Hill | King of the Hill | ||
+ | |||
Last Man Standing | Last Man Standing | ||
+ | |||
Leaps of Faith | Leaps of Faith | ||
+ | |||
Levels | Levels | ||
+ | |||
Limited Foresight | Limited Foresight | ||
+ | |||
Limited Planning Ability | Limited Planning Ability | ||
+ | |||
Limited Resources | Limited Resources | ||
+ | |||
Limited Set of Actions | Limited Set of Actions | ||
+ | |||
Lives | Lives | ||
+ | |||
Luck | Luck | ||
+ | |||
Maneuvering | Maneuvering | ||
+ | |||
Memorizing | Memorizing | ||
+ | |||
Meta Games | Meta Games | ||
+ | |||
Moveable Tiles | Moveable Tiles | ||
+ | |||
Movement | Movement | ||
+ | |||
Movement Limitations | Movement Limitations | ||
+ | |||
Mule | Mule | ||
+ | |||
Multiplayer Games | Multiplayer Games | ||
+ | |||
Mutual Goals | Mutual Goals | ||
+ | |||
Narrative Structures | Narrative Structures | ||
+ | |||
Near Miss Indicators | Near Miss Indicators | ||
+ | |||
Negotiation | Negotiation | ||
+ | |||
Never Ending Stories | Never Ending Stories | ||
+ | |||
New Abilities | New Abilities | ||
+ | |||
No-Ops | No-Ops | ||
+ | |||
Non-Renewable Resources | Non-Renewable Resources | ||
+ | |||
Obstacles | Obstacles | ||
+ | |||
Optional Goals | Optional Goals | ||
+ | |||
Orthogonal Unit Differentiation | Orthogonal Unit Differentiation | ||
+ | |||
Outcome Indicators | Outcome Indicators | ||
+ | |||
Outstanding Features | Outstanding Features | ||
+ | |||
Overcome | Overcome | ||
+ | |||
Ownership | Ownership | ||
+ | |||
Paper-Rock-Scissors | Paper-Rock-Scissors | ||
+ | |||
Parallel Lives | Parallel Lives | ||
+ | |||
Penalties | Penalties | ||
+ | |||
Perceivable Margins | Perceivable Margins | ||
+ | |||
Perceived Chance to Succeed | Perceived Chance to Succeed | ||
+ | |||
Perfect Information | Perfect Information | ||
+ | |||
Persistent Game Worlds | Persistent Game Worlds | ||
+ | |||
Pick-Ups | Pick-Ups | ||
+ | |||
Planned Character Development | Planned Character Development | ||
+ | |||
Player Balance | Player Balance | ||
+ | |||
Player Constructed Worlds | Player Constructed Worlds | ||
+ | |||
Player Decided Results | Player Decided Results | ||
+ | |||
Player Defined Goals | Player Defined Goals | ||
+ | |||
Player Elimination | Player Elimination | ||
+ | |||
Player Killing | Player Killing | ||
+ | |||
Player-Decided Distribution of Rewards & Penalties | Player-Decided Distribution of Rewards & Penalties | ||
+ | |||
Polyathlons | Polyathlons | ||
+ | |||
Power-Ups | Power-Ups | ||
+ | |||
Predefined Goals | Predefined Goals | ||
+ | |||
Predictable Consequences | Predictable Consequences | ||
+ | |||
Preventing Goals | Preventing Goals | ||
+ | |||
Privileged Abilities | Privileged Abilities | ||
+ | |||
Privileged Movement | Privileged Movement | ||
+ | |||
Producer-Consumer | Producer-Consumer | ||
+ | |||
Producers | Producers | ||
+ | |||
Progress Indicators | Progress Indicators | ||
+ | |||
Public Information | Public Information | ||
+ | |||
Puzzle Solving | Puzzle Solving | ||
+ | |||
Quick Games | Quick Games | ||
+ | |||
Race | Race | ||
+ | |||
Randomness | Randomness | ||
+ | |||
Reconfigurable Game World | Reconfigurable Game World | ||
+ | |||
Reconnaissance | Reconnaissance | ||
+ | |||
Red Herrings | Red Herrings | ||
+ | |||
Red Queen Dilemmas | Red Queen Dilemmas | ||
+ | |||
Renewable Resources | Renewable Resources | ||
+ | |||
Replayability | Replayability | ||
+ | |||
Rescue | Rescue | ||
+ | |||
Resource Generators | Resource Generators | ||
+ | |||
Resource Locations | Resource Locations | ||
+ | |||
Resource Management | Resource Management | ||
+ | |||
Resources | Resources | ||
+ | |||
Reversability | Reversability | ||
+ | |||
Rewards | Rewards | ||
+ | |||
Rhythm-Based Actions | Rhythm-Based Actions | ||
+ | |||
Right Level of Complexity | Right Level of Complexity | ||
+ | |||
Right Level of Difficulty | Right Level of Difficulty | ||
+ | |||
Risk/Reward | Risk/Reward | ||
+ | |||
Role Reversal | Role Reversal | ||
+ | |||
Roleplaying | Roleplaying | ||
+ | |||
Safe Havens | Safe Havens | ||
+ | |||
Save Points | Save Points | ||
+ | |||
Save-Load Cycles | Save-Load Cycles | ||
+ | |||
Score | Score | ||
+ | |||
Secret Alliances | Secret Alliances | ||
+ | |||
Secret Resources | Secret Resources | ||
+ | |||
Selectable Sets of Goals | Selectable Sets of Goals | ||
+ | |||
Self-Facilitated Games | Self-Facilitated Games | ||
+ | |||
Sensory-Motoric Immersion | Sensory-Motoric Immersion | ||
+ | |||
Shared Penalties | Shared Penalties | ||
+ | |||
Shared Resources | Shared Resources | ||
+ | |||
Shared Rewards | Shared Rewards | ||
+ | |||
Shrinking Game World | Shrinking Game World | ||
+ | |||
Single-Player Games | Single-Player Games | ||
+ | |||
Skills | Skills | ||
+ | |||
Smooth Learning Curves | Smooth Learning Curves | ||
+ | |||
Social Dilemmas | Social Dilemmas | ||
+ | |||
Social Interaction | Social Interaction | ||
+ | |||
Social Organizations | Social Organizations | ||
+ | |||
Social Statuses | Social Statuses | ||
+ | |||
Spatial Immersion | Spatial Immersion | ||
+ | |||
Spawn Points | Spawn Points | ||
+ | |||
Spawning | Spawning | ||
+ | |||
Spectators | Spectators | ||
+ | |||
Status Indicators | Status Indicators | ||
+ | |||
Stealth | Stealth | ||
+ | |||
Stimulated Planning | Stimulated Planning | ||
+ | |||
Storytelling | Storytelling | ||
+ | |||
Strategic Knowledge | Strategic Knowledge | ||
+ | |||
Strategic Locations | Strategic Locations | ||
+ | |||
Supporting Goals | Supporting Goals | ||
+ | |||
Surprises | Surprises | ||
+ | |||
Survive | Survive | ||
+ | |||
Symmetric Goals | Symmetric Goals | ||
+ | |||
Symmetric Information | Symmetric Information | ||
+ | |||
Symmetric Resource Distribution | Symmetric Resource Distribution | ||
+ | |||
Symmetry | Symmetry | ||
+ | |||
Synchronous Games | Synchronous Games | ||
+ | |||
Team Balance | Team Balance | ||
+ | |||
Team Development | Team Development | ||
+ | |||
Team Elimination | Team Elimination | ||
+ | |||
Team Play | Team Play | ||
+ | |||
Tension | Tension | ||
+ | |||
The Show Must Go On | The Show Must Go On | ||
+ | |||
Third-Person Views | Third-Person Views | ||
+ | |||
Tick-Based Games | Tick-Based Games | ||
+ | |||
Tiebreakers | Tiebreakers | ||
+ | |||
Tied Results | Tied Results | ||
+ | |||
Tile-Laying | Tile-Laying | ||
+ | |||
Tiles | Tiles | ||
+ | |||
Time Limits | Time Limits | ||
+ | |||
Timing | Timing | ||
+ | |||
Tools | Tools | ||
+ | |||
Tournaments | Tournaments | ||
+ | |||
Traces | Traces | ||
+ | |||
Tradeoffs | Tradeoffs | ||
+ | |||
Trading | Trading | ||
+ | |||
Trans-Game Information | Trans-Game Information | ||
+ | |||
Transfer of Control | Transfer of Control | ||
+ | |||
Traverse | Traverse | ||
+ | |||
Turn Taking | Turn Taking | ||
+ | |||
Turn-Based Games | Turn-Based Games | ||
+ | |||
Ultra-Powerful Events | Ultra-Powerful Events | ||
+ | |||
Uncertainty of Information | Uncertainty of Information | ||
+ | |||
Uncommitted Alliances | Uncommitted Alliances | ||
+ | |||
Units | Units | ||
+ | |||
Unknown Goals | Unknown Goals | ||
+ | |||
Varied Gameplay | Varied Gameplay | ||
+ | |||
=== Left-overs from the book === | === Left-overs from the book === | ||
Line 341: | Line 634: | ||
==== Social NPC design with Petri ==== | ==== Social NPC design with Petri ==== | ||
Actions Have Social Consequences | Actions Have Social Consequences | ||
+ | |||
Binding Promises | Binding Promises | ||
+ | |||
Brokering | Brokering | ||
+ | |||
Competing for Attention | Competing for Attention | ||
+ | |||
Context Dependent Reaction | Context Dependent Reaction | ||
+ | |||
Eavesdropping | Eavesdropping | ||
+ | |||
Either You are with Me or against Me | Either You are with Me or against Me | ||
+ | |||
False Accusations | False Accusations | ||
+ | |||
Favor | Favor | ||
+ | |||
Fraction | Fraction | ||
+ | |||
Gain Allies | Gain Allies | ||
+ | |||
Gossip | Gossip | ||
+ | |||
Guide and Protect | Guide and Protect | ||
+ | |||
Hierarchical Fraction | Hierarchical Fraction | ||
+ | |||
Information Passing | Information Passing | ||
+ | |||
Internal Conflict | Internal Conflict | ||
+ | |||
Internal Rivalry | Internal Rivalry | ||
+ | |||
Linked Destinies | Linked Destinies | ||
+ | |||
Loyalty | Loyalty | ||
+ | |||
Maintaining Lies | Maintaining Lies | ||
+ | |||
Match-Making | Match-Making | ||
+ | |||
Memory of Important Events | Memory of Important Events | ||
+ | |||
My Enemy’s Enemy is my Friend | My Enemy’s Enemy is my Friend | ||
+ | |||
Others fortune affects own Mood | Others fortune affects own Mood | ||
+ | |||
Outcast | Outcast | ||
+ | |||
Outspoken Support | Outspoken Support | ||
+ | |||
Requesting Support | Requesting Support | ||
+ | |||
Social Gatekeeper | Social Gatekeeper | ||
+ | |||
Social Maintenance | Social Maintenance | ||
+ | |||
Social Norm | Social Norm | ||
+ | |||
Traitor | Traitor | ||
Line 402: | Line 725: | ||
Delicate Phrasing | Delicate Phrasing | ||
− | |||
− | |||
==== MMOG design by Jenny's master students ==== | ==== MMOG design by Jenny's master students ==== |
Revision as of 13:36, 8 November 2009
Note: not all these patterns should necessary be made...
Note: to make a new pattern, use the Gameplay Design Pattern Template
Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.
Patterns
From the cd-rom
Ability Losses
Achilles' Heels
Agents
Aim & Shoot
Alignment
Alliances
Alternative Reality
Anticipation
Area Control
Arithmetic Rewards for Investments
Asymmetric Abilities
Asymmetric Goals
Asymmetric Information
Asymmetric Resource Distribution
Asynchronous Games
Attention Swapping
Avatars
Balancing Effects
Betrayal
Betting
Bidding
Bluffing
Book-Keeping Tokens
Boss Monsters
Budgeted Action Points
Buttons
Cameras
Camping
Capture
Card Hands
Cards
Character Development
Characters
Chargers
Closed Economies
Closure Points
Clues
Cognitive Immersion
Collaborative Actions
Collecting
Collection
Combat
Combos
Committed Goals
Communication Channels
Competence Areas
Competition
Conceal
Configuration
Conflict
Connection
Consistent Reality Logic
Construction
Constructive Play
Consumers
Contact
Container
Continuous Goals
Controllers
Converters
Cooperation
Creative Control
Cut Scenes
Damage
Deadly Traps
Decreased Abilities
Dedicated Game Facilitators
Delayed Effects
Delayed Reciprocity
Delivery
Dexterity-Based Actions
Dice
Diminishing Returns
Direct Information
Discard Piles
Disruption of Focused Attention
Downtime
Drawing Stacks
Dynamic Alliances
Dynamic Goal Characteristics
Early Elimination
Easter Eggs
Eliminate
Emotional Immersion
Empowerment
Enclosure
Enemies
Ephemeral Goals
Evade
Excluding Goals
Experimenting
Exploration
Extended Actions
Extra-Game Actions
Extra-Game Consequences
Extra-Game Information
First-Person Views
Focus Loci
Fog of War
Freedom of Choice
Gain Competence
Gain Information
Gain Ownership
Game Masters
Game Mastery
Game Pauses
Game State Overview
Game World
Game World Navigation
Games within Games
Geometric Rewards for Investments
Ghosts
Goal Indicators
Goal Points
God Views
God's Finger
Guard
Handicaps
Handles
Helpers
Herd
Hierarchy of Goals
Higher-Level Closures as Gameplay Progresses
Hovering Closures
Identification
Illusion of Influence
Illusionary Rewards
Immersion
Imperfect Information
Improved Abilities
Inaccessible Areas
Incompatible Goals
Indirect Control
Indirect Information
Individual Penalties
Individual Rewards
Interferable Goals
Interruptible Actions
Investments
Invisible Walls
King of the Hill
Last Man Standing
Leaps of Faith
Levels
Limited Foresight
Limited Planning Ability
Limited Resources
Limited Set of Actions
Lives
Luck
Maneuvering
Memorizing
Meta Games
Moveable Tiles
Movement
Movement Limitations
Mule
Multiplayer Games
Mutual Goals
Narrative Structures
Near Miss Indicators
Negotiation
Never Ending Stories
New Abilities
No-Ops
Non-Renewable Resources
Obstacles
Optional Goals
Orthogonal Unit Differentiation
Outcome Indicators
Outstanding Features
Overcome
Ownership
Paper-Rock-Scissors
Parallel Lives
Penalties
Perceivable Margins
Perceived Chance to Succeed
Perfect Information
Persistent Game Worlds
Pick-Ups
Planned Character Development
Player Balance
Player Constructed Worlds
Player Decided Results
Player Defined Goals
Player Elimination
Player Killing
Player-Decided Distribution of Rewards & Penalties
Polyathlons
Power-Ups
Predefined Goals
Predictable Consequences
Preventing Goals
Privileged Abilities
Privileged Movement
Producer-Consumer
Producers
Progress Indicators
Public Information
Puzzle Solving
Quick Games
Race
Randomness
Reconfigurable Game World
Reconnaissance
Red Herrings
Red Queen Dilemmas
Renewable Resources
Replayability
Rescue
Resource Generators
Resource Locations
Resource Management
Resources
Reversability
Rewards
Rhythm-Based Actions
Right Level of Complexity
Right Level of Difficulty
Risk/Reward
Role Reversal
Roleplaying
Safe Havens
Save Points
Save-Load Cycles
Score
Secret Alliances
Secret Resources
Selectable Sets of Goals
Self-Facilitated Games
Sensory-Motoric Immersion
Shared Penalties
Shared Resources
Shared Rewards
Shrinking Game World
Single-Player Games
Skills
Smooth Learning Curves
Social Dilemmas
Social Interaction
Social Organizations
Social Statuses
Spatial Immersion
Spawn Points
Spawning
Spectators
Status Indicators
Stealth
Stimulated Planning
Storytelling
Strategic Knowledge
Strategic Locations
Supporting Goals
Surprises
Survive
Symmetric Goals
Symmetric Information
Symmetric Resource Distribution
Symmetry
Synchronous Games
Team Balance
Team Development
Team Elimination
Team Play
Tension
The Show Must Go On
Third-Person Views
Tick-Based Games
Tiebreakers
Tied Results
Tile-Laying
Tiles
Time Limits
Timing
Tools
Tournaments
Traces
Tradeoffs
Trading
Trans-Game Information
Transfer of Control
Traverse
Turn Taking
Turn-Based Games
Ultra-Powerful Events
Uncertainty of Information
Uncommitted Alliances
Units
Unknown Goals
Varied Gameplay
Left-overs from the book
New from various sources
IPerG: D5.8
1.1 Communication Channels 1.2 Social Interaction 1.3 Asynchronous Games 1.4 Memorabilia 1.5 Unmediated Social Interaction 1.6 Chat Forum 1.7 Coupled Games 1.8 Social Rewards 1.9 Configurable Gameplay Area 1.10 Late Arriving Players 1.11 Interruptability 1.12 Common Experiences 1.13 Game Element Trading 1.14 Hybrid Space 1.15 Social Skills 1.16 Real Life Activities Affect Game State 1.17 Heterogeneous Game Element Ownership 1.18 Asynchronous Collaborative Actions 1.19 Selectable Functional Roles 1.20 Negotiable Play Sessions 1.21 Negotiable Game Sessions 1.22 Negotiable Game Instance Duration 1.23 Negotiable Game Time Activity Blending Selectable Social Roles
NPC design with Petri
To be added
Social NPC design with Petri
Actions Have Social Consequences
Binding Promises
Brokering
Competing for Attention
Context Dependent Reaction
Eavesdropping
Either You are with Me or against Me
False Accusations
Favor
Fraction
Gain Allies
Gossip
Guide and Protect
Hierarchical Fraction
Information Passing
Internal Conflict
Internal Rivalry
Linked Destinies
Loyalty
Maintaining Lies
Match-Making
Memory of Important Events
My Enemy’s Enemy is my Friend
Others fortune affects own Mood
Outcast
Outspoken Support
Requesting Support
Social Gatekeeper
Social Maintenance
Social Norm
Traitor
Dialogue design with Jenny
Incremental Dialogue Processing
Chunk-based Dialogue Processing
Single-Initiative Dialogues
Mixed Initiative Dialogues
Basic Input Feedback
Barge-In
Canned Text Responses
Diegetically Consistent Dialogue
Context Dependent Dialogue
Gameplay Integrated Conversation
Illocutionary Interface
Location-Specific Dialogue
Character-Specific Dialogue
Colloquial Mastery
Delicate Phrasing
MMOG design by Jenny's master students
To be added
Pervasive games with Johan Peitz
To be added
Unknown
Persistant State World Fixed Real-World Exchange Rate Death game mönstret Point of No Return
New from working with the wiki
Private Game Spaces [Like Puerto Rico, Race to the Galaxy etc.] --Staffan Björk 16:10, 5 November 2009 (UTC)
Time Pressure [Surprised that this doesn't exist already, or have a missed one?] --Staffan Björk 08:36, 6 November 2009 (UTC)
Attention Demanding [grew out of rewriting real-time games] --Staffan Björk 16:08, 6 November 2009 (UTC)
Togetherness [grew out of rewriting real-time games, and makes Karl happy maybe] --Staffan Björk 16:18, 6 November 2009 (UTC)
Option Interfaces [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --Staffan Björk 17:58, 7 November 2009 (UTC)
Acheivements [from many online games] --Staffan Björk 11:00, 8 November 2009 (UTC)
Buddy Lists [from many online games] --Staffan Björk 11:25, 8 November 2009 (UTC)
Gameplay Statistics [from rewriting high score lists] --Staffan Björk 12:28, 8 November 2009 (UTC)