Difference between revisions of "Pattern Suggestion List"
Line 310: | Line 310: | ||
=== New from various sources === | === 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 Forum | ||
+ | 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 Space | ||
+ | 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 ==== | ||
+ | ''To be added'' | ||
+ | |||
+ | ==== Social NPC design with Petri ==== | ||
+ | ''To be added'' | ||
+ | |||
+ | ==== Dialogue design with Jenny ==== | ||
+ | ''To be added'' | ||
+ | |||
+ | ==== MMOG design by Jenny's master students ==== | ||
+ | ''To be added'' | ||
+ | |||
+ | ==== Pervasive games with Johan Peitz ==== | ||
+ | ''To be added'' | ||
+ | |||
+ | ==== Unknown ==== | ||
Persistant State World | Persistant State World | ||
Fixed Real-World Exchange Rate | Fixed Real-World Exchange Rate | ||
Death game mönstret | Death game mönstret | ||
Point of No Return | Point of No Return |
Revision as of 17:30, 2 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
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.
Contents
Patterns
From the cd-rom
Ability Losses Achilles' Heels Agents Aim & Shoot Alignment Alliances Alternative Reality Analysis Paralysis 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 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 High Score Lists 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 Irreversible Actions 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 Real-Time Games 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 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 Forum 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 Space 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
To be added
Social NPC design with Petri
To be added
Dialogue design with Jenny
To be added
MMOG design by Jenny's master students
To be added
Pervasive games with Johan Peitz
To be added
Unknown
Persistant State World Fixed Real-World Exchange Rate Death game mönstret Point of No Return