Difference between revisions of "Renamed Patterns"
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[[Geometric Progression]] ( <- Geometric Rewards for Investments) | [[Geometric Progression]] ( <- Geometric Rewards for Investments) | ||
+ | |||
+ | [[Goal Hierarchies]] ( <- Hierarchy of Goals ) | ||
[[Handicap Systems]] ( <- Handicaps ) | [[Handicap Systems]] ( <- Handicaps ) |
Revision as of 08:40, 28 September 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)
Switches (<-Buttons)
Trade-Offs (<- Tradeoffs)
Ubiquitous Gameplay ( <- Decontextability )