Difference between revisions of "Renamed Patterns"
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− | A page collecting patterns whose name has been changed since the book ''Patterns in Game Design''. | + | A page collecting some of the patterns whose name has been changed since the book ''Patterns in Game Design'' (the ones with the most significant changes). |
[[Actions Have Diegetically Social Consequences]] (<- [[Actions Have Social Consequences]]) | [[Actions Have Diegetically Social Consequences]] (<- [[Actions Have Social Consequences]]) | ||
Line 5: | Line 5: | ||
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?) | [[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?) | ||
− | [[ | + | [[Complex Gameplay]] (<- Right Level of Complexity) |
− | [[ | + | [[Connection]] (<- merged with Contact) |
+ | [[Thematic Consistency]] ( Diegetic Consistency <- Consistent Reality Logic) | ||
[[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?) | [[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?) | ||
− | [[Emotional | + | [[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated) |
+ | |||
+ | [[Emotional Engrossment]] (<- Emotional Immersion) | ||
[[Exaggerated Perception of Influence]] <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) ) | [[Exaggerated Perception of Influence]] <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) ) | ||
+ | |||
+ | [[Extra Chances]] (<- Rerolls) | ||
+ | |||
+ | [[Functional Roles]] ( <- Selectable Functional Roles ) | ||
[[Game State Indicators]] (<- Status Indicators) | [[Game State Indicators]] (<- Status Indicators) | ||
− | [[Game | + | [[Game World Exploration]] (<- Exploration) |
[[Geometric Progression]] ( <- Geometric Rewards for Investments) | [[Geometric Progression]] ( <- Geometric Rewards for Investments) | ||
+ | |||
+ | [[Goal Hierarchies]] ( <- Hierarchy of Goals ) | ||
[[Handicap Systems]] ( <- Handicaps ) | [[Handicap Systems]] ( <- Handicaps ) | ||
+ | |||
+ | [[Hands]] (<- Card Hands - since it can contain tiles also... ) | ||
+ | |||
+ | [[Minigames]] (<- Games within Games) | ||
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents) | [[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents) | ||
− | [[Narration Structures]] (<- Narrative Structures ] | + | [[Narration Structures]] (<- Narrative Structures ) - break out parts that have to do with [[Predetermined Story Structures]] |
+ | |||
+ | [[Orthogonal Differentiation]] (<- Orthogonal Unit Differentiation) | ||
+ | |||
+ | [[Pervasive Gameplay]] ( <- Activity Blending ) | ||
[[Player Created Game Elements]] ( <- Player Constructed Worlds ) | [[Player Created Game Elements]] ( <- Player Constructed Worlds ) | ||
− | [[Player- | + | [[Player-Decided Distributions]] (<- Player-Decided Distribution of Rewards & Penalties) |
− | [[ | + | [[Player-Decided Results]] (<- Player Decided Results) |
− | [[ | + | [[Player-Planned Development]] (<- Planned Character Development) |
+ | |||
+ | [[Selectable Set of Goals]] (<- Selectable Sets of Goals) | ||
+ | |||
+ | [[Switches]] (<-Buttons) | ||
+ | |||
+ | [[Trade-Offs]] (<- Tradeoffs) | ||
+ | |||
+ | [[Ubiquitous Gameplay]] ( <- Decontextability ) |
Latest revision as of 15:59, 3 October 2016
A page collecting some of the patterns whose name has been changed since the book Patterns in Game Design (the ones with the most significant changes).
Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences)
Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
Complex Gameplay (<- Right Level of Complexity)
Connection (<- merged with Contact) Thematic Consistency ( Diegetic Consistency <- Consistent Reality Logic)
Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)
Diegetically Outstanding Features <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
Emotional Engrossment (<- Emotional Immersion)
Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
Extra Chances (<- Rerolls)
Functional Roles ( <- Selectable Functional Roles )
Game State Indicators (<- Status Indicators)
Game World Exploration (<- Exploration)
Geometric Progression ( <- Geometric Rewards for Investments)
Goal Hierarchies ( <- Hierarchy of Goals )
Handicap Systems ( <- Handicaps )
Hands (<- Card Hands - since it can contain tiles also... )
Minigames (<- Games within Games)
Mules (<- Mule and absorbed Substitutional Algorithmic Agents)
Narration Structures (<- Narrative Structures ) - break out parts that have to do with Predetermined Story Structures
Orthogonal Differentiation (<- Orthogonal Unit Differentiation)
Pervasive Gameplay ( <- Activity Blending )
Player Created Game Elements ( <- Player Constructed Worlds )
Player-Decided Distributions (<- Player-Decided Distribution of Rewards & Penalties)
Player-Decided Results (<- Player Decided Results)
Player-Planned Development (<- Planned Character Development)
Selectable Set of Goals (<- Selectable Sets of Goals)
Switches (<-Buttons)
Trade-Offs (<- Tradeoffs)
Ubiquitous Gameplay ( <- Decontextability )