Difference between revisions of "Category:Patterns"

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(Sub-categories of Patterns)
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== Sub-categories of Patterns ==
 
== Sub-categories of Patterns ==
Several different types of pattern categories have been identified. The original pattern collection book grouped patterns in chapters based on similarities of topic, e.g. [[:Category:Rule Patterns|Rule Patterns]], [[:Category:Action Patterns|Action Patterns]], [[:Category:Event Patterns|Event Patterns]], [[:Category:Resource Patterns|Resource Patterns]], [[:Category:Information Patterns|Information Patterns]], [[:Category:Goal Patterns|Goal Patterns]], [[:Category:Difficulty-Related Patterns|Difficulty-Related Patterns]], and [[:Category:Player Patterns|Player Patterns]]. Other examples include [[:Category:Meta Patterns|Meta Patterns]] which describe how gameplay can be created on top of games, [[:Category:Negative Patterns|Negative Patterns]] which typically are seen as unwanted in games, and [[:Category:Speculative Patterns|Speculative Patterns]] which have been identified through triangulation or inversion rather than from specific game examples. [[:Category:Subjective Patterns|Subjective Patterns]] are those that rely heavily on players' subjective impressions. [[:Category:Atomic Patterns|Atomic Patterns]] are those that have no other patterns which can instantiate them.
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Several different types of pattern categories have been identified. The original pattern collection book grouped patterns in chapters based on similarities of topic, e.g. [[:Category:Rule Patterns|Rule Patterns]], [[:Category:Action Patterns|Action Patterns]], [[:Category:Event Patterns|Event Patterns]], [[:Category:Resource Patterns|Resource Patterns]], [[:Category:Information Patterns|Information Patterns]], [[:Category:Goal Patterns|Goal Patterns]], [[:Category:Difficulty-Related Patterns|Difficulty-Related Patterns]], and [[:Category:Player Patterns|Player Patterns]]. Other examples include [[:Category:Meta Patterns|Meta Patterns]] which describe how gameplay can be created on top of games, and [[:Category:Speculative Patterns|Speculative Patterns]] which have been identified through triangulation or inversion rather than from specific game examples. [[:Category:Subjective Patterns|Subjective Patterns]] are those that rely heavily on players' subjective impressions, and [[:Category:Negative Patterns|Negative Patterns]] - which typically are seen as unwanted in games - are a subcategory of these. [[:Category:Atomic Patterns|Atomic Patterns]] are those that have no other patterns which can instantiate them.
  
 
Patterns can be mapped onto the [[MDA Framework]], meaning that a pattern can either be [[:Category:Mechanical Patterns|Mechanic]], [[:Category:Dynamic Patterns|Dynamic]], or [[:Category:Aesthetic Patterns|Aesthetic]]. [[:Category:Game Element Patterns|Game Element Patterns]] can be considered a subcategory of [[:Category:Mechanical Patterns|Mechanic Patterns]], as can [[:Category:Level Design Patterns|Level Design Patterns]] and [[:Category:Achievement Patterns|Achievement Patterns]] (the former could also be labeled Game World Patterns). [[:Category:Gameplay Arc Patterns|Gameplay Arc Patterns]] are those that deal with the overall structure of gameplay during a game instance and in this sense has connections to [[:Category:Aesthetic Patterns|Aesthetic]] patterns. [[:Category:Gameplay Adaptability Patterns|Gameplay Adaptability Patterns]] focus on how games can be designed to easier fit players, either inherently or through players being able to modify them.
 
Patterns can be mapped onto the [[MDA Framework]], meaning that a pattern can either be [[:Category:Mechanical Patterns|Mechanic]], [[:Category:Dynamic Patterns|Dynamic]], or [[:Category:Aesthetic Patterns|Aesthetic]]. [[:Category:Game Element Patterns|Game Element Patterns]] can be considered a subcategory of [[:Category:Mechanical Patterns|Mechanic Patterns]], as can [[:Category:Level Design Patterns|Level Design Patterns]] and [[:Category:Achievement Patterns|Achievement Patterns]] (the former could also be labeled Game World Patterns). [[:Category:Gameplay Arc Patterns|Gameplay Arc Patterns]] are those that deal with the overall structure of gameplay during a game instance and in this sense has connections to [[:Category:Aesthetic Patterns|Aesthetic]] patterns. [[:Category:Gameplay Adaptability Patterns|Gameplay Adaptability Patterns]] focus on how games can be designed to easier fit players, either inherently or through players being able to modify them.

Revision as of 14:44, 7 January 2013

This is one of the main categories on the wiki, which lists all gameplay design patterns. If the collection doesn't seem to be extensive, it's because we haven't put in all our old patterns. In addition, some previous existing patterns may have had their names changed, see Renamed Patterns. Since the collection is being incrementally updated and expanded, at any point many of the patterns are likely to be stubs.

See the Pattern Suggestion List for all the old patterns and suggestions for ones that should be created. (For those wondering: the order patterns are updated/written depend mostly on personal interests and outside input - so it is very possible to influence which patterns are updated next).

For those looking for a working definition of a gameplay design pattern, here is a suggestion: Something is a gameplay design pattern if it could be used deliberately by a designer to influence gameplay. For links to how to work with developing the wiki, see the main page.

Sub-categories of Patterns

Several different types of pattern categories have been identified. The original pattern collection book grouped patterns in chapters based on similarities of topic, e.g. Rule Patterns, Action Patterns, Event Patterns, Resource Patterns, Information Patterns, Goal Patterns, Difficulty-Related Patterns, and Player Patterns. Other examples include Meta Patterns which describe how gameplay can be created on top of games, and Speculative Patterns which have been identified through triangulation or inversion rather than from specific game examples. Subjective Patterns are those that rely heavily on players' subjective impressions, and Negative Patterns - which typically are seen as unwanted in games - are a subcategory of these. Atomic Patterns are those that have no other patterns which can instantiate them.

Patterns can be mapped onto the MDA Framework, meaning that a pattern can either be Mechanic, Dynamic, or Aesthetic. Game Element Patterns can be considered a subcategory of Mechanic Patterns, as can Level Design Patterns and Achievement Patterns (the former could also be labeled Game World Patterns). Gameplay Arc Patterns are those that deal with the overall structure of gameplay during a game instance and in this sense has connections to Aesthetic patterns. Gameplay Adaptability Patterns focus on how games can be designed to easier fit players, either inherently or through players being able to modify them.

Some patterns are closely related to other design disciplines, including Diegetic Patterns, Interface Patterns, and Narration Patterns. Others are closely related to technologies, e.g. Agent Patterns and Dialogue Patterns. Pervasive Patterns are a sub category of Interface Patterns but include patterns that often make use of technologies.

See Patterns created on the Wiki for the new patterns.

As any work in progress, the status of patterns can suitable patterns may not be completely determined. See Marked for possible deletion for those patterns that have been identified as problematic for some reason, and Deleted Patterns are those removed.

Some game research areas have been explored through patterns and the patterns identified there can be seen as yet other categories of patterns. Specifically, research has been done on Characters and Dialogues.

Pages in category "Patterns"

The following 200 pages are in this category, out of 623 total.

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