Difference between revisions of "Category: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:Information Patterns|Information Patterns]], [[:Category:Goal Patterns|Goal Patterns]], and [[:Category:Difficulty-Related Patterns|Difficulty-Related 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. | + | 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:Action Patterns|Action Patterns]], [[:Category:Information Patterns|Information Patterns]], [[:Category:Goal Patterns|Goal Patterns]], and [[:Category:Difficulty-Related Patterns|Difficulty-Related 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. |
Some patterns are closely related to other design disciplines, including [[:Category:Diegetic Patterns|Diegetic Patterns]], [[:Category:Interface Patterns|Interface Patterns]], and [[:Category:Narration Patterns|Narration Patterns]]. Others are closely related to technologies, e.g. [[:Category:Agent Patterns|Agent Patterns]] and [[:Category:Dialogue Patterns|Dialogue Patterns]]. | Some patterns are closely related to other design disciplines, including [[:Category:Diegetic Patterns|Diegetic Patterns]], [[:Category:Interface Patterns|Interface Patterns]], and [[:Category:Narration Patterns|Narration Patterns]]. Others are closely related to technologies, e.g. [[:Category:Agent Patterns|Agent Patterns]] and [[:Category:Dialogue Patterns|Dialogue Patterns]]. |
Revision as of 14:38, 2 January 2011
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, at any point many of the patterns are likely to be stubs. We address both these issues piecewise as we create the patterns. 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. Action Patterns, Information Patterns, Goal Patterns, and Difficulty-Related Patterns. Other examples include Meta Patterns which describe how gameplay can be created on top of games, Negative Patterns which typically are seen as unwanted in 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.
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.
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.
See Patterns created on the Wiki for the new patterns.
See Marked for possible deletion for those patterns that have been identified as problematic.
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.
(previous page) (next page)A
- Abilities
- Ability Losses
- Abstract Player Construct Development
- Abstract Player Constructs
- Access Rewards
- Achievements
- Achilles' Heels
- Action Caps
- Action Programming
- Actions Have Diegetically Social Consequences
- Actor Detachment
- Adventures
- Agents
- AI Players
- Aim & Shoot
- Alarms
- Algorithmic Agents
- Alien Space Bats
- Alignment
- Alternate Reality Gameplay
- Altruistic Actions
- Always Vulnerable
- Ambiguous Responses
- Ammunition
- Analysis Paralysis
- Anonymous Actions
- Area Control
- Arenas
- Arithmetic Progression
- Armor
- Artifact-Location Proximity
- Asymmetric Gameplay
- Asymmetric Goals
- Asymmetric Resource Distribution
- Asymmetric Starting Conditions
- Asynchronous Collaborative Actions
- Asynchronous Gameplay
- Attention Demanding Gameplay
- Auto-Aim
- Auxiliary Game Screens
- Avatars
- Awareness of Surroundings
B
C
- Cameras
- Campaigns
- Camping
- Capture
- Card Building
- Cards
- Casual Gameplay
- Challenging Gameplay
- Changes in Perception of Real World Phenomena due to Gameplay
- Character Alignments
- Character Defining Actions
- Character Development
- Character Levels
- Characteristics
- Characters
- Chargers
- Chat Channels
- Check Points
- Choke Points
- Clickability
- Closure Points
- Clues
- Coaches
- Collaborative Actions
- Collectible Card Games
- Collecting
- Collections
- Combat
- Combos
- Committed Goals
- Communication Channels
- Companion Quests
- Companions
- Competence Areas
- Complete Resource Depletion
- Complex Gameplay
- Conceal
- Conditional Passageways
- Configurable Gameplay Areas
- Configuration
- Construction
- Construction/Scoring Phase Shift
- Consumers
- Containers
- Context Dependent Reactions
- Contextualization
- Contextualized Conversational Responses
- Continuous Goals
- Controllers
- Converters
- Cooldown
- Cooperation
- Cosmetic Game Items
- Coupled Games
- Crafting
- Critical Failures
- Critical Gameplay Design
- Critical Hits
- Critical Misses
- Critical Results
- Critical Successes
- Crosshairs
- Crossmedia Gameplay
- Current Player Tokens
- Cutscenes
- Cycle Deck Engines
D
- Damage
- Death Consequences
- Deck Building
- Decks
- Decreased Abilities
- Dedicated Game Facilitators
- Delayed Effects
- Delayed Reciprocity
- Deliver
- Destructible Objects
- Detective Structures
- Deterioration
- Determinable Chance to Succeed
- Development Time
- Dexterity-Based Actions
- Dialogues
- Dice
- Diegetic Communication
- Diegetic Consistency
- Diegetically Outstanding Features
- Diegetically Tangible Game Items
- Difficulty Levels
- Discard Piles
- Downtime
- Drafting
- Drafting Spreads
- Drawing Stacks
- Drop-In/Drop-Out
- Dynamic Difficulty Adjustment
- Dynamic Goal Characteristics
E
- Early Elimination
- Early Leaving Players
- Easter Eggs
- Eliminate
- Emotes
- Emotional Attachment
- Enactment
- Enclosure
- Encouraged Return Visits
- End State Scoring
- Endgame
- Endgame Quests
- Enemies
- Energy Penalties
- Enforced Agent Behavior
- Enforced Player Anonymity
- Entitled Players
- Entrenching Gameplay
- Environmental Effects
- Environmental Storytelling
- Ephemeral Events
- Ephemeral Goals
- Equipment
- Equipment Slots
- Evade
- Events Timed to the Real World
- Ever Increasing Difficulty
- Evolving Rule Sets
- Exaggerated Perception of Influence
- Exceptional Events
- Excise
- Excluding Goals
- Expansion
- Experimenting
- Explicit Random Seeds
- Exploitation
- Extended Actions
- Extermination
- Extra Chances
- Extra Turns
- Extra-Game Actions
- Extra-Game Broadcasting
- Extra-Game Consequences
- Extra-Game Input