FUBAR Enjoyment
The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of Tension
Short paragraph giving the description of the pattern while not referring to any other patterns.
Contents
Examples
Some examples, preferably from different genres and with links to wiki pages of the games.
Using the pattern
Text about what to think about when putting the pattern into a design, i.e. possible options. Have links to other patterns mentioned.
The sub headings below should be added if feasible.
Diegetic Aspects
Text about how the pattern relates to diegetic elements of the presentation of the game; primarily useful in mechanical patterns
Interface Aspects
Text about how the pattern relates to interface elements of the game; primarily useful in dynamic patterns
Narrative Aspects
Text about how the pattern relates to diegetic elements; primarily useful in dynamic and maybe aesthetical patterns
Consequences
What effects a patterns has on a design.
Relations
Can Instantiate
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Can Modulate
Gameplay Design Pattern Template , Gameplay Design Pattern Template
Can Be Instantiated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Can Be Modulated By
Gameplay Design Pattern Template, Gameplay Design Pattern Template
Possible Closure Effects
Potentially Conflicting With
Gameplay Design Pattern Template, Gameplay Design Pattern Template
History
Document when the pattern was first introduced or created from merging or splitting off an aspect. Reference to paper or other source first mentioned in if applicable. Example code of how to use a reference is:
A rewrite of a pattern that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
References
References to external sources. Below follows example code for using references with the Cite extension (see History for an actual reference).
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgments
Place to acknowledge people that have provided examples and insights b