Difference between revisions of "Renamed Patterns"
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A page collecting patterns whose name has been changed since the book ''Patterns in Game Design''. | 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) | [[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?) | [[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) |
+ | |||
+ | [[Player Created Game Elements]] ( <- Player Constructed Worlds ) | ||
+ | |||
+ | [[Player-Planned Character Development]] (<- Planned Character Development) |
Revision as of 08:57, 6 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)
Player Created Game Elements ( <- Player Constructed Worlds )
Player-Planned Character Development (<- Planned Character Development)