Difference between revisions of "Category:Negative Patterns"

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These are patterns which typically designers try to avoid in games, or at least try to limit their extent. However, they can be desirable in certain situations and in certain doses. While other pattern collection often refer to these as ''anti-patterns'', this is not done here since they many work for specific overall design goals and they are patterns. [[:Category:Negative Patterns]] can be considered [[:Category:Subjective Patterns|Subjective Patterns]] partly because their effects are subjectively experienced and partly because their presence in a game design depends on how one experienced the overall game subjectively.
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These are patterns which typically designers try to avoid in games, or at least try to limit their extent. However, they can be desirable in certain situations and in certain doses. While other pattern collection often refer to these as ''anti-patterns'', this is not done here since they many work for specific overall design goals and they are patterns. [[:Category:Negative Patterns|Negative Patterns]] can be considered [[:Category:Subjective Patterns|Subjective Patterns]] partly because their effects are subjectively experienced and partly because their presence in a game design depends on how one experienced the overall game subjectively.
  
 
For all patterns, see the complete list of [[:Category:Patterns|patterns]].
 
For all patterns, see the complete list of [[:Category:Patterns|patterns]].

Revision as of 14:47, 7 January 2013

These are patterns which typically designers try to avoid in games, or at least try to limit their extent. However, they can be desirable in certain situations and in certain doses. While other pattern collection often refer to these as anti-patterns, this is not done here since they many work for specific overall design goals and they are patterns. Negative Patterns can be considered Subjective Patterns partly because their effects are subjectively experienced and partly because their presence in a game design depends on how one experienced the overall game subjectively.

For all patterns, see the complete list of patterns.