Difference between revisions of "Pattern Suggestion List"
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[[AI Players]] (since this is sometimes part of the game design, i.e. Left 4 Dead, even if it mostly is not; it is probably very close to a programming pattern) --[[User:Staffan Björk|Staffan Björk]] 15:05, 20 November 2009 (UTC) | [[AI Players]] (since this is sometimes part of the game design, i.e. Left 4 Dead, even if it mostly is not; it is probably very close to a programming pattern) --[[User:Staffan Björk|Staffan Björk]] 15:05, 20 November 2009 (UTC) | ||
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+ | [[Value of Effort]] (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --[[User:Staffan Björk|Staffan Björk]] 13:41, 21 November 2009 (UTC) |
Revision as of 13:41, 21 November 2009
Note: not all these patterns should necessary be made...
Note: to make a new pattern, use the Gameplay Design Pattern Template
Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to
Note: the totally new patterns at the bottom of the page should be left even after they are create to make it easier for us to identify them.
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.
Patterns
From the cd-rom
Ability Losses
Achilles' Heels
Agents
Aim & Shoot
Alignment
Alliances
Alternative Reality
Anticipation
Area Control
Arithmetic Rewards for Investments
Asymmetric Abilities
Asymmetric Goals
Asymmetric Information
Asymmetric Resource Distribution
Asynchronous Games
Attention Swapping
Avatars
Balancing Effects
Betrayal
Betting
Bidding
Bluffing
Book-Keeping Tokens
Boss Monsters
Budgeted Action Points
Buttons
Cameras
Camping
Capture
Card Hands
Cards
Character Development
Characters
Chargers
Closed Economies
Closure Points
Clues
Cognitive Immersion
Collaborative Actions
Collecting
Collection
Combat
Combos
Committed Goals
Communication Channels
Competence Areas
Competition
Conceal
Configuration
Conflict
Connection
Consistent Reality Logic
Construction
Constructive Play
Consumers
Contact
Container
Continuous Goals
Controllers
Converters
Cooperation
Creative Control
Cut Scenes
Damage
Deadly Traps
Decreased Abilities
Dedicated Game Facilitators
Delayed Effects
Delayed Reciprocity
Delivery
Dexterity-Based Actions
Dice
Diminishing Returns
Direct Information
Discard Piles
Disruption of Focused Attention
Downtime
Drawing Stacks
Dynamic Alliances
Dynamic Goal Characteristics
Early Elimination
Easter Eggs
Eliminate
Emotional Immersion
Empowerment - should be related to Illusion of Influence
Enclosure
Enemies
Ephemeral Goals
Evade
Excluding Goals
Experimenting
Exploration
Extended Actions
Extra-Game Actions
Extra-Game Consequences
Extra-Game Information
First-Person Views
Focus Loci
Fog of War
Freedom of Choice
Gain Competence
Gain Information
Gain Ownership
Game Masters
Game Mastery
Game Pauses
Game State Overview
Game World
Game World Navigation
Games within Games
Geometric Rewards for Investments
Ghosts
Goal Indicators
Goal Points
God Views
God's Finger
Guard
Handicaps
Handles
Helpers
Herd
Hierarchy of Goals
Higher-Level Closures as Gameplay Progresses
Hovering Closures
Identification
Illusion of Influence
Illusionary Rewards
Immersion
Imperfect Information
Improved Abilities
Inaccessible Areas
Incompatible Goals
Indirect Control
Indirect Information
Individual Penalties
Individual Rewards
Interferable Goals
Interruptible Actions
Investments
Invisible Walls
King of the Hill
Last Man Standing
Leaps of Faith
Levels
Limited Foresight
Limited Planning Ability
Limited Resources
Limited Set of Actions
Lives
Luck
Maneuvering
Memorizing
Meta Games
Moveable Tiles
Movement
Movement Limitations
Mule
Multiplayer Games
Mutual Goals
Narrative Structures
Near Miss Indicators
Negotiation
Never Ending Stories
New Abilities
No-Ops
Non-Renewable Resources
Obstacles
Optional Goals
Orthogonal Unit Differentiation
Outcome Indicators
Outstanding Features
Overcome
Ownership
Paper-Rock-Scissors
Parallel Lives
Penalties
Perceivable Margins
Perceived Chance to Succeed
Perfect Information
Persistent Game Worlds
Pick-Ups
Planned Character Development
Player Balance
Player Constructed Worlds
Player Decided Results
Player Defined Goals
Player Elimination
Player Killing
Player-Decided Distribution of Rewards & Penalties
Polyathlons
Power-Ups
Predefined Goals
Predictable Consequences
Preventing Goals
Privileged Abilities
Privileged Movement
Producer-Consumer
Producers
Progress Indicators
Public Information
Puzzle Solving
Quick Games
Race
Randomness
Reconfigurable Game World
Reconnaissance
Red Herrings
Red Queen Dilemmas
Renewable Resources
Replayability
Rescue
Resource Generators
Resource Locations
Resource Management
Resources
Reversability
Rewards
Rhythm-Based Actions
Right Level of Complexity
Right Level of Difficulty
Risk/Reward
Role Reversal
Roleplaying
Safe Havens
Save Points
Save-Load Cycles
Score
Secret Alliances
Secret Resources
Selectable Sets of Goals
Self-Facilitated Games
Sensory-Motoric Immersion
Shared Penalties
Shared Resources
Shared Rewards
Shrinking Game World
Single-Player Games
Skills
Smooth Learning Curves
Social Dilemmas
Social Interaction
Social Organizations
Social Statuses
Spatial Immersion
Spawn Points
Spawning
Spectators
Status Indicators -> Game State Indicators
Stealth
Stimulated Planning
Storytelling
Strategic Knowledge
Strategic Locations
Supporting Goals
Surprises
Survive
Symmetric Goals
Symmetric Information
Symmetric Resource Distribution
Symmetry
Synchronous Games
Team Balance
Team Development
Team Elimination
Team Play
Tension
The Show Must Go On
Third-Person Views
Tick-Based Games
Tiebreakers
Tied Results
Tile-Laying
Tiles
Time Limits
Timing
Tools
Tournaments
Traces
Tradeoffs
Trading
Trans-Game Information
Transfer of Control
Traverse
Turn Taking
Turn-Based Games
Ultra-Powerful Events
Uncertainty of Information
Uncommitted Alliances
Units
Unknown Goals
Varied Gameplay
Left-overs from the book
New from various sources
IPerG: D5.8
1.1 Communication Channels
1.2 Social Interaction
1.3 Asynchronous Games
1.4 Memorabilia
1.5 Unmediated Social Interaction
1.6 Chat Forums
1.7 Coupled Games
1.8 Social Rewards
1.9 Configurable Gameplay Area
1.10 Late Arriving Players
1.11 Interruptability
1.12 Common Experiences
1.13 Game Element Trading
1.14 Hybrid Spaces
1.15 Social Skills
1.16 Real Life Activities Affect Game State
1.17 Heterogeneous Game Element Ownership
1.18 Asynchronous Collaborative Actions
1.19 Selectable Functional Roles
1.20 Negotiable Play Sessions
1.21 Negotiable Game Sessions
1.22 Negotiable Game Instance Duration
1.23 Negotiable Game Time
Activity Blending
Selectable Social Roles
NPC design with Petri
Awareness of Surrounding
Visual Body Damage
Dissectible Bodies
Initiative
Own Agenda
Sense of Self
Emotional Attachment
Contextual Conversational Responses
Goal-Driven Personal Development
Social NPC design with Petri
Actions Have Social Consequences
Binding Promises
Brokering
Competing for Attention
Context Dependent Reaction
Eavesdropping
Either You are with Me or against Me
False Accusations
Favor
Fraction
Gain Allies
Gossip
Guide and Protect
Hierarchical Fraction
Information Passing
Internal Conflict
Internal Rivalry
Linked Destinies
Loyalty
Maintaining Lies
Match-Making
Memory of Important Events
My Enemy’s Enemy is my Friend
Others fortune affects own Mood
Outcast
Outspoken Support
Requesting Support
Social Gatekeeper
Social Maintenance
Social Norm
Traitor
Dialogue design with Jenny
Incremental Dialogue Processing
Chunk-based Dialogue Processing
Single-Initiative Dialogues
Mixed Initiative Dialogues
Basic Input Feedback
Barge-In
Canned Text Responses
Diegetically Consistent Dialogue
Context Dependent Dialogue
Gameplay Integrated Conversation
Illocutionary Interface
Location-Specific Dialogue
Character-Specific Dialogue
Colloquial Mastery
Delicate Phrasing
MMOG design by Jenny's master students
To be added
Pervasive games with Johan Peitz
Actor Detachment
Artifact-Artifact Proximity
Artifact-Location Proximity
Configurable Gameplay Area
Coupled Games
Critical Gameplay Design
Crossmedia Gameplay
Decontextability
Extra-Game Input
Game Element Trading
Gameplay Changes Perception of Real World Phenomena
Heterogeneous Game Element Ownership
Interruptible Gameplay
Minimalized Social Weight
Possibility of Anonymity
Physical Navigation
Player Physical Prowess
Player-Artifact Proximity
Player-Avatar Proximity
Player-Location Proximity
Player-Player Proximity
Real Life Activities Affect Game State
Real World Knowledge Advantages
Seamful Gameplay
Self-Reported Positioning
Social Adaptability
The Rabbit Hole Invitation
Unmediated Social Interaction
Unknown
Persistant State World Fixed Real-World Exchange Rate Death game mönstret Point of No Return
New from working with the wiki
Private Game Spaces [Like Puerto Rico, Race to the Galaxy etc.] --Staffan Björk 16:10, 5 November 2009 (UTC)
Time Pressure [Surprised that this doesn't exist already, or have a missed one?] --Staffan Björk 08:36, 6 November 2009 (UTC)
Attention Demanding [grew out of rewriting real-time games] --Staffan Björk 16:08, 6 November 2009 (UTC)
Togetherness [grew out of rewriting real-time games, and makes Karl happy maybe] --Staffan Björk 16:18, 6 November 2009 (UTC)
Option Interfaces [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --Staffan Björk 17:58, 7 November 2009 (UTC)
Acheivements [from many online games] --Staffan Björk 11:00, 8 November 2009 (UTC)
Buddy Lists [from many online games] --Staffan Björk 11:25, 8 November 2009 (UTC)
Gameplay Statistics [from rewriting high score lists] --Staffan Björk 12:28, 8 November 2009 (UTC)
Cooldown [From WoW and other games, e.g. Borderlands] --Staffan Björk 14:31, 8 November 2009 (UTC)
Unwinnable Games [From staries]] --Staffan Björk 14:02, 13 November 2009 (UTC)
Steadily Decreasing Resources [From writing Unwinnable Games] --Staffan Björk 11:43, 14 November 2009 (UTC)
Turnover [From playing Bloodbowl] --Staffan Björk 20:43, 14 November 2009 (UTC)
Drop-In/Drop-Out [From Lego Stars Wars and Left 4 Dead] --Staffan Björk 10:20, 19 November 2009 (UTC)
Game Time Manipulation [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --Staffan Björk 15:27, 19 November 2009 (UTC)
Assymetrical Roles (already covered by assymetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--Karl Bergström 14:33, 20 November 2009 (UTC))
AI Players (since this is sometimes part of the game design, i.e. Left 4 Dead, even if it mostly is not; it is probably very close to a programming pattern) --Staffan Björk 15:05, 20 November 2009 (UTC)
Value of Effort (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --Staffan Björk 13:41, 21 November 2009 (UTC)