Difference between revisions of "Renamed Patterns"

From gdp3
Jump to: navigation, search
(Created page with "A page collecting patterns whose name has been changed since the book ''Patterns in Game Design''. Diegetic Consistency ( <- Consistent Reality Logic) [[Emotional Attachmen...")
 
Line 4: Line 4:
  
 
[[Emotional Attachment]] (<- Emotional Immersion)
 
[[Emotional Attachment]] (<- Emotional Immersion)
 +
 +
[[Exaggerated Perception of Influence]] <- Perception of Influence  - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
 +
 +
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents)
 +
 +
[[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
 +
 +
[[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?)
 +
 +
[[Player-Planned Character Development]] (<- Planned Character Development)
 +
 +
[[Player Created Game Elements]] ( <- Player Constructed Worlds )
 +
 +
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
 +
 +
[[Public Player Statistics]] (<- replacing ''Social Statuses'' since this is more under the control of designers)

Revision as of 08:54, 6 December 2010

A page collecting patterns whose name has been changed since the book Patterns in Game Design.

Diegetic Consistency ( <- Consistent Reality Logic)

Emotional Attachment (<- Emotional Immersion)

Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )

Mules (<- Mule and absorbed Substitutional Algorithmic Agents)

Diegetically Outstanding Features <- Outstanding Features (and can be for specific game elements also, and might be manipulated)

Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)

Player-Planned Character Development (<- Planned Character Development)

Player Created Game Elements ( <- Player Constructed Worlds )

Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)

Public Player Statistics (<- replacing Social Statuses since this is more under the control of designers)