Category:Patterns
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, 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. 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).
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.
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 Deletion 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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- Fake Game Cancellations
- Fake Game Overs
- Feelies
- Feigned Die Rolls
- Finale Levels
- First Player Advantages
- First Player Tokens
- First-Person Views
- Fixed Distributions
- Flanking Routes
- Flip-Flop Events
- Focus Loci
- Fog of War
- Framed Freedom
- Free Game Element Manipulation
- Free Gift Inventories
- Freedom of Choice
- Friend Lists
- Friendly Fire
- FUBAR Enjoyment
- Fudged Results
- Functional Roles
- Further Player Improvement Potential
G
- Gain Competence
- Gain Information
- Gain Ownership
- Galleries
- Game Boards
- Game Element Insertion
- Game Element Trading
- Game Instance Stories
- Game Items
- Game Lobbies
- Game Masters
- Game Over
- Game Pauses
- Game Servers
- Game State Indicators
- Game State Overviews
- Game System Player
- Game Termination Penalties
- Game Time Manipulation
- Game World Exploration
- Game World Navigation
- Game Worlds
- Gameplay Engines
- Gameplay Mastery
- Gameplay Statistics
- Gamer Mode
- Generic Adversaries
- Geometric Progression
- Geospatial Game Widgets
- Ghosts
- Goal Achievements
- Goal Hierarchies
- Goal Indicators
- Goal-Driven Personal Development
- God Fingers
- God Views
- Gossip
- Grind Achievements
- Grinding
- Guard
- Guilting
H
I
- Illusion of Open Space
- Illusionary Rewards
- Improved Abilities
- Inaccessible Areas
- Incompatible Goals
- Increasing Rewards
- Individual Penalties
- Individual Rewards
- Information Passing
- Initiative
- Installations
- Instances
- Interferable Goals
- Internal Conflicts
- Internal Rivalry
- Interruptibility
- Interruptible Actions
- Inventories
- Investments
- Invisible Walls
- Invites
- Invulnerabilities
- Irreversible Events
L
M
- MacGuffins
- Main Goals
- Main Quests
- Mandatory Goals
- Maneuvering
- Massively Multiplayer Online Games
- Massively Single-Player Online Games
- Mediated Gameplay
- Melodramatic Structures
- Memorabilia
- Memorizing
- Memory of Important Events
- Meta Games
- Meta Servers
- Meta-Postures
- Meta-Techniques
- Middlegame
- Mimetic Interfaces
- Mini-maps
- Minigames
- Minimalized Social Weight
- Misfortune Mitigation
- Moveable Tiles
- Movement
- Movement Limitations
- Mules
- Multiplayer Games
- Mutual FUBAR Enjoyment
- Mutual Goals
N
- Narration Structures
- Near Miss Indicators
- Negative Feedback Loops
- Negotiable Game Instance Duration
- Negotiable Game Sessions
- Negotiable Play Sessions
- New Abilities
- Ninja Looting
- No Direct Player Influence
- No-Ops
- No-Use Bonus
- Non-Consistent Narration
- Non-Diegetic Communication
- Non-Diegetic Features
- Non-Localized Resources
- Non-Player Characters
- Non-Player Help
- Non-Renewable Resources
O
P
- Parallel Lives
- Parties
- Password Save Files
- Pay to Play
- Penalties
- Performance Uncertainty
- Permadeath
- Persistent Game World Changes
- Persistent Game Worlds
- Perspective Taking
- Pervasive Gameplay
- Phasing
- Physical Enactment
- Physical Navigation
- Pick-Ups
- Picture-in-Picture Views
- Player Agency
- Player Aids
- Player Anonymity
- Player Augmentations
- Player Balance