Difference between revisions of "Renamed Patterns"
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[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents) | [[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents) | ||
+ | |||
+ | [[Narration Structures]] (<- Narrative Structures ] | ||
[[Player Created Game Elements]] ( <- Player Constructed Worlds ) | [[Player Created Game Elements]] ( <- Player Constructed Worlds ) | ||
[[Player-Planned Character Development]] (<- Planned Character Development) | [[Player-Planned Character Development]] (<- Planned Character Development) |
Revision as of 09:38, 11 December 2010
A page collecting patterns whose name has been changed since the book Patterns in Game Design.
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?)
Diegetic Consistency ( <- Consistent Reality Logic)
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?)
Emotional Attachment (<- Emotional Immersion)
Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
Game State Indicators (<- Status Indicators)
Mules (<- Mule and absorbed Substitutional Algorithmic Agents)
Narration Structures (<- Narrative Structures ]
Player Created Game Elements ( <- Player Constructed Worlds )
Player-Planned Character Development (<- Planned Character Development)