Difference between revisions of "Renamed Patterns"
(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...") |
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[[Emotional Attachment]] (<- Emotional Immersion) | [[Emotional Attachment]] (<- Emotional Immersion) | ||
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+ | [[Exaggerated Perception of Influence]] <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) ) | ||
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+ | [[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents) | ||
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+ | [[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated) | ||
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+ | [[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?) | ||
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+ | [[Player-Planned Character Development]] (<- Planned Character Development) | ||
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+ | [[Player Created Game Elements]] ( <- Player Constructed Worlds ) | ||
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+ | [[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?) | ||
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+ | [[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)