Difference between revisions of "Category:Patterns"
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== Sub-categories of Patterns == | == Sub-categories of Patterns == | ||
− | Several different types of pattern categories have been identified. | + | Several different types of pattern categories have been identified. The original pattern collection book grouped patterns in chapters based on similarities of topic, e.g. [[:Category:Information Patterns|Information Patterns]] and [[:Category:Goal Patterns|Goal Patterns]]. Other examples include [[:Category:Meta Patterns|Meta Patterns]] which describe how gameplay can be created on top of games, [[:Category:Negative Patterns|Negative Patterns]] which typically are seen as unwanted in games, and [[:Category:Speculative Patterns|Speculative Patterns]] which have been identified through triangulation or inversion rather than from specific game examples. [[:Category:Subjective Patterns|Subjective Patterns]] are those that rely heavily on players' subjective impressions. |
Some patterns are closely related to other design disciplines, including [[:Category:Diegetic Patterns|Diegetic Patterns]], [[:Category:Interface Patterns|Diegetic Patterns]], and [[:Category:Narration Patterns|Narration Patterns]]. Others are closely related to technologies, e.g. [[:Category:Agent Patterns|Agent Patterns]] and [[:Category:Dialogue Patterns|Dialogue Patterns]]. | Some patterns are closely related to other design disciplines, including [[:Category:Diegetic Patterns|Diegetic Patterns]], [[:Category:Interface Patterns|Diegetic Patterns]], and [[:Category:Narration Patterns|Narration Patterns]]. Others are closely related to technologies, e.g. [[:Category:Agent Patterns|Agent Patterns]] and [[:Category:Dialogue Patterns|Dialogue Patterns]]. |
Revision as of 07:09, 28 May 2010
This is one of the main categories on the wiki, which lists all gameplay design patterns. 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 the Pattern Suggestion List for all the old patterns and suggestions for ones that should be created.
For those looking for a working definition of a gameplay design pattern, here is a suggestion: Something is a gameplay design pattern if it could be used deliberately by a designer to influence gameplay. For links to how to work with developing the wiki, see the main page.
Sub-categories of Patterns
Several different types of pattern categories have been identified. The original pattern collection book grouped patterns in chapters based on similarities of topic, e.g. Information Patterns and Goal Patterns. Other 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. Subjective Patterns are those that rely heavily on players' subjective impressions.
Some patterns are closely related to other design disciplines, including Diegetic Patterns, Diegetic 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.
See Marked for possible deletion for those patterns that have been identified as problematic.
Some game research areas have been explored through patterns and the patterns identified there can be seen as yet other categories of patterns. Specifically, research has been done on Characters and Dialogues.
Pages in category "Patterns"
The following 200 pages are in this category, out of 623 total.
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- Player Characters
- Player Created Game Elements
- Player Elimination
- Player Kicking
- Player Killing
- Player Physical Prowess
- Player Unpredictability
- Player-Artifact Proximity
- Player-Avatar Proximity
- Player-Created Characters
- Player-Defined Goals
- Player-Location Proximity
- Player-Planned Development
- Player-Player Proximity
- Player/Character Awareness Consistency
- Player/Character Skill Composites
- Playing to Lose
- Point of Interest Indicators
- Polyathlons
- Positive Feedback Loops
- Possibility of Anonymity
- Possibility of Graceful Surrender
- Pottering
- Power-Ups
- Predefined Goals
- Predetermined Story Structures
- Predictable Consequences
- Predictable Winner
- Preventing Goals
- Private Game Spaces
- Privileged Abilities
- Privileged Movement
- Procedurally Generated Game Worlds
- Progress Indicators
- Prompting Techniques
- Props
- Public Player Statistics
- Purchasable Game Advantages
- Puzzle Solving
- PvE
- PvP
R
- Rabbit Hole Invitations
- Races
- Ragequitting
- Randomness
- Real Life Activities Affect Game State
- Real World Gameplay Spaces
- Real World Knowledge Advantages
- Real-Time Games
- Reconfigurable Game Worlds
- Reconnaissance
- Red Herrings
- Reflective Communication
- Regenerating Resources
- Renewable Resources
- Repeat Combos
- Repetition of Position Draws
- Repetitive Gameplay
- Replayability
- Replays
- Rescue
- Reserves
- Resource Caps
- Resource Competition
- Resource Locations
- Resource Management
- Resource Sources
- Resources
- Revoke Rules
- Reward Widgets
- Rewards
- Rhythm-Based Actions
- Robotic Players
- Role Fulfillment
- Role Selection
- Roleplaying
S
- Safe Havens
- Sanctioned Cheating
- Save Files
- Save Points
- Save Scumming
- Save-Load Cycles
- Scenes
- Score Tracks
- Scores
- Scouting
- Scripted Information Sequences
- Seamful Gameplay
- Secondary Interface Screens
- Secret Areas
- Secret Goals
- Secret Resources
- Secret Scoring Mechanisms
- Selectable Set of Goals
- Self-Facilitated Games
- Self-Reported Positioning
- Self-Service Kiosks
- Sense of Self
- Setback Penalties
- Sets
- Shared Penalties
- Shared Resources
- Shared Rewards
- Shrinking Game Worlds
- Sidegrades
- Sidequests
- Single-Player Games
- Skills
- Sniper Locations
- Social Adaptability
- Social Dilemmas
- Social Rewards
- Social Roles
- Social Skills
- Sockets
- Solution Uncertainty
- Spawn Points
- Spawning
- Spectacular Failure Enjoyment
- Spectators
- Speedending
- Speedruns
- Split-Screen Views
- Stack Seeding
- Startgame
- Steadily Decreasing Resources
- Stealth
- Stimulated Planning
- Storytelling
- Strategic Knowledge
- Strategic Locations
- Strategic Planning
- Substitute Actions
- Summary Updates
- Supporting Goals
- Surprise Attacks
- Surrendering
- Survive
- Sustenance Rewards
- Switches
- Symbiotic Player Relations
- Symmetric Goals
- Symmetric Resource Distribution
- Synchronous Gameplay
T
- Tactical Planning
- Team Accomplishments
- Team Balance
- Team Combos
- Team Development
- Team Elimination
- Team Strategy Identification
- Teams
- Temporal Consistency
- Temporary Abilities
- Tension
- Territories
- Testing Achievements
- Thematic Consistency
- Third-Person Views
- Tick-Based Games
- Tiebreakers
- Tied Results
- Tiered Participation
- Tile-Laying
- Tiles
- Time Limited Game Instances
- Time Limits
- Time Pressure
- Togetherness
- Token Placement
- Tools
- Tooltips
- Tournaments
- Traces
- Trade-Offs
- Trading
- Transferable Items
- Transport Routes
- Traps
- Traverse
- Trial and Error Solutions
- Trick Taking
- Trumps
- Turn Taking
- Turn-Based Games
- Turnovers
- TvT