Difference between revisions of "Category:Staffan's current workpage"
From gdp3
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Just a simple category to help keep track of which page [[User:Staffan Björk|Staffan Björk]] is working on. | Just a simple category to help keep track of which page [[User:Staffan Björk|Staffan Björk]] is working on. | ||
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+ | [[Communication Channels]] | ||
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+ | [[Memorabilia]] | ||
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+ | [[Mediated Gameplay]] | ||
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+ | [[Chat Forums]] | ||
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+ | [[Coupled Games]] | ||
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+ | [[Social Rewards]] | ||
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+ | [[Configurable Gameplay Area]] | ||
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+ | [[Interruptibility]] | ||
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+ | [[Game Element Trading]] | ||
+ | |||
+ | [[Hybrid Spaces]] | ||
+ | |||
+ | [[Social Skills]] | ||
+ | |||
+ | [[Real Life Activities Affect Game State]] | ||
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+ | [[Asynchronous Collaborative Actions]] | ||
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+ | [[Negotiable Play Sessions]] | ||
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+ | [[Negotiable Game Sessions]] | ||
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+ | [[Negotiable Game Instance Duration]] | ||
+ | |||
+ | [[Negotiable Game Time]] | ||
+ | |||
+ | [[Activity Blending]] | ||
+ | |||
+ | [[Social Roles]] | ||
+ | |||
+ | [[Connected Games]] (from Johan's master thesis; Chao Adventure 1 + 2 with Sonic Adventure 1 + 2 for the VMU / DC, also Zombie Revenge and Quake III Arena to unlock cheat codes; Skies of Arcadia + Pinta's Quest) | ||
+ | |||
+ | [[Actor Detachment]] | ||
+ | |||
+ | [[Artifact-Artifact Proximity]] | ||
+ | |||
+ | [[Artifact-Location Proximity]] | ||
+ | |||
+ | [[Configurable Gameplay Area]] | ||
+ | |||
+ | [[Critical Gameplay Design]] | ||
+ | |||
+ | [[Decontextability]] | ||
+ | |||
+ | [[Extra-Game Input]] | ||
+ | |||
+ | [[Gameplay Changes Perception of Real World Phenomena]] | ||
+ | |||
+ | [[Minimalized Social Weight]] | ||
+ | |||
+ | [[Physical Navigation]] | ||
+ | |||
+ | [[Player Physical Prowess]] | ||
+ | |||
+ | [[Player-Artifact Proximity]] | ||
+ | |||
+ | [[Player-Avatar Proximity]] | ||
+ | |||
+ | [[Player-Location Proximity]] | ||
+ | |||
+ | [[Player-Player Proximity]] | ||
+ | |||
+ | [[Real Life Activities Affect Game State]] | ||
+ | |||
+ | [[Real World Knowledge Advantages]] | ||
+ | |||
+ | [[Seamful Gameplay]] | ||
+ | |||
+ | [[Self-Reported Positioning]] | ||
+ | |||
+ | [[Social Adaptability]] | ||
== ToDos == | == ToDos == |
Revision as of 10:51, 20 January 2012
Just a simple category to help keep track of which page Staffan Björk is working on.
Real Life Activities Affect Game State
Asynchronous Collaborative Actions
Negotiable Game Instance Duration
Connected Games (from Johan's master thesis; Chao Adventure 1 + 2 with Sonic Adventure 1 + 2 for the VMU / DC, also Zombie Revenge and Quake III Arena to unlock cheat codes; Skies of Arcadia + Pinta's Quest)
Gameplay Changes Perception of Real World Phenomena
Real Life Activities Affect Game State
Real World Knowledge Advantages
Contents
ToDos
- Publish patterns on the To be Published page
- Fix name for Strutfotboll! (and thanks to Jonas Löwgren)
- 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, 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
- For Cutscenes - Klevjer, R. 2002. In Defence of Cutscenes. Computer Games and Digital Cultures Conference Proceedings (Tampere, 2002).
- Work in additional examples to time-handling from the Wikpedia entry
for Aim & Shoot
- Add Duck Hunt for NES (and other such games, and thank Johan Wingård)
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. Last accessed 9
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.