Difference between revisions of "Category:Patterns"

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(Sub-categories of Patterns)
(Sub-categories of Patterns)
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Several different types of pattern categories have been identified. Examples include [[:Category:Meta Patterns|Meta Patterns]] which describe how gameplay can be created on top of games, [[Negative Patterns]] which typically are seen as unwanted in games, and [[Speculative Patterns]] which have been identified through triangulation or inversion rather than from specific game examples.
 
Several different types of pattern categories have been identified. Examples include [[:Category:Meta Patterns|Meta Patterns]] which describe how gameplay can be created on top of games, [[Negative Patterns]] which typically are seen as unwanted in games, and [[Speculative Patterns]] which have been identified through triangulation or inversion rather than from specific game examples.
  
[[Diegetic Patterns]]
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Some patterns are closely related to other design disciplines, including [[Diegetic Patterns]], [[Interface Patterns]], and [[Narration Patterns]]. Others are closely related to technologies, e.g. [[Agent Patterns]] and [[Dialogue Patterns]].
[[Interface Patterns]]
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[[Narration Patterns]]
+
  
 
Patterns can be mapped onto the [[MDA Framework]], meaning that a pattern can either be [[:Category:Mechanical Patterns|mechanic]], [[:Category:Dynamic Patterns|dynamic]], or [[:Category:Aesthetical Patterns|aesthetic]]. [[Game Element Patterns]] can be considered a subcategory of [[:Category:Mechanical Patterns|mechanic patterns]], as can [[Level Design Patterns]].
 
Patterns can be mapped onto the [[MDA Framework]], meaning that a pattern can either be [[:Category:Mechanical Patterns|mechanic]], [[:Category:Dynamic Patterns|dynamic]], or [[:Category:Aesthetical Patterns|aesthetic]]. [[Game Element Patterns]] can be considered a subcategory of [[:Category:Mechanical Patterns|mechanic patterns]], as can [[Level Design Patterns]].
  
 
See [[:Category:Patterns created on the Wiki|Patterns created on the Wiki]] for the new patterns.
 
See [[:Category:Patterns created on the Wiki|Patterns created on the Wiki]] for the new patterns.
 
[[Agent Patterns]]
 
 
[[Dialogue Patterns]]
 

Revision as of 14:02, 2 May 2010

This is one of the main categories on the wiki.

If the collection doesn't seem to be extensive, it's because we haven't put in all our old patterns. We will be doing this piecewise as we rewrite them. See Pattern Suggestion List for all the old patterns and suggestions for ones that should be created.

Quick guideline Something is considered a design pattern (game component) if it could be used deliberately by a designer creating a game.

Sub-categories of Patterns

Several different types of pattern categories have been identified. Examples include Meta Patterns which describe how gameplay can be created on top of games, Negative Patterns which typically are seen as unwanted in games, and Speculative Patterns which have been identified through triangulation or inversion rather than from specific game examples.

Some patterns are closely related to other design disciplines, including Diegetic Patterns, Interface Patterns, and Narration Patterns. Others are closely related to technologies, e.g. Agent Patterns and Dialogue Patterns.

Patterns can be mapped onto the MDA Framework, meaning that a pattern can either be mechanic, dynamic, or aesthetic. Game Element Patterns can be considered a subcategory of mechanic patterns, as can Level Design Patterns.

See Patterns created on the Wiki for the new patterns.

Pages in category "Patterns"

The following 200 pages are in this category, out of 623 total.

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