Difference between revisions of "Renamed Patterns"
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[[Player-Decided Distributions]] (<- Player-Decided Distribution of Rewards & Penalties) | [[Player-Decided Distributions]] (<- Player-Decided Distribution of Rewards & Penalties) | ||
− | [[Player-Decided Results | + | [[Player-Decided Results]] (<- Player Decided Results) |
Revision as of 22:25, 6 March 2011
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)
Game Worlds <- Game World
Geometric Progression ( <- Geometric Rewards for Investments)
Handicap Systems ( <- Handicaps )
Mules (<- Mule and absorbed Substitutional Algorithmic Agents)
Narration Structures (<- Narrative Structures ]
Player Created Game Elements ( <- Player Constructed Worlds )
Player-Planned Character Development (<- Planned Character Development)
Minigames (<- Games within Games)
Extra Chances (<- Rerolls)
Player-Decided Distributions (<- Player-Decided Distribution of Rewards & Penalties)
Player-Decided Results (<- Player Decided Results)