Pattern Suggestion List
For patterns that have partly or fully been inserted into the wiki, see the category of patterns.
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
- 1 To harvest from
- 2 Patterns
- 2.1 From the cd-rom
- 2.2 Left-overs from the book
- 2.3 New from various sources
- 2.3.1 IPerG: D5.8
- 2.3.2 NPC design with Petri
- 2.3.3 Social NPC design with Petri
- 2.3.4 Dialogue design with Jenny
- 2.3.5 MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson)
- 2.3.6 Pervasive games with Johan Peitz
- 2.3.7 Unknown
- 2.3.8 From Social Game Presentation
- 2.3.9 New proposals from working with the wiki
To harvest from
Patterns
From the cd-rom
Ability Losses
Achilles' Heels
Alignment
Alliances
Alternative Reality
Anticipation
Area Control
Arithmetic Progression ( <- Arithmetic Rewards for Investments)
Asymmetric Abilities
Asymmetric Goals
Asymmetric Information
Asymmetric Resource Distribution
Asynchronous Games
Attention Swapping
Balancing Effects
Betrayal
Betting
Bidding
Bluffing
Book-Keeping Tokens
Boss Monsters
Budgeted Action Points
Switches (<-Buttons)
Cameras
Camping
Capture
Card Hands
Cards
Character Development
Characters
Chargers
Closed Economies
Closure Points
Clues
Cognitive Immersion
Collaborative Actions
Collecting
Collection
Combat
Committed Goals
Communication Channels
Competitions ( <- Competition )
Conceal
Configuration
Conflicts ( <- Conflict )
Connection
Diegetic Consistency ( <- Consistent Reality Logic)
Construction
Constructive Play
Consumers
Contact
Container
Continuous Goals
Controllers
Converters
Cooperation
Creative Control
Damage
Traps (<- Deadly Traps)
Decreased Abilities
Dedicated Game Facilitators
Delayed Effects
Delayed Reciprocity
Deliver (<- 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 Attachment (<- Emotional Immersion)
Empowerment - should be related to Illusion of Influence
Enclosure
Ephemeral Goals
Evade
Excluding Goals
Experimenting
Exploration
Extended Actions
Extra-Game Actions
Extra-Game Consequences
Extra-Game Information
Focus Loci
Fog of War
Freedom of Choice
Gain Competence
Gain Information
Gain Ownership
Game Masters
Game Mastery
Game Pauses
Game State Overview
Game Worlds <- Game World
Game World Navigation
Games within Games
Geometric Progression ( <- Geometric Rewards for Investments)
Ghosts
Goal Indicators
Check Points <- Goal Points
God Views
God's Finger
Guard
Handicaps
Handles
Helpers
Herd
Goal Hierarchies ( <- Hierarchy of Goals )
Hovering Closures
Identification
Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the 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
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
Mules (<- Mule and absorbed Substitutional Algorithmic Agents)
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
Diegetically Outstanding Features <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
Overcome
Ownership
Paper-Rock-Scissors
Parallel Lives
Penalties
Perceivable Margins
Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)
Perfect Information
Persistent Game Worlds
Pick-Ups
Player-Planned Character Development (<- Planned Character Development)
Player Balance
Player Created Game Elements ( <- Player Constructed Worlds )
Player Decided Results
Player Defined Goals
Player Elimination
Player Killing
Player-Decided Distribution of Rewards & Penalties
Polyathlons
Predefined Goals
Predictable Consequences
Preventing Goals
Privileged Abilities
Privileged Movement
Producer-Consumer
Producers
Progress Indicators
Public Information
Puzzle Solving
Quick Games
Races <- Race
Reconfigurable Game World
Reconnaissance
Red Herrings
Red Queen Dilemmas
Renewable Resources
Replayability
Rescue
Resource Generators
Resource Locations
Resource Management
Resources
Reversibility ( <- Reversability)
Rewards
Rhythm-Based Actions
Complex Gameplay(<- Right Level of Complexity - same reasoning as below)
Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
Risk/Reward
Role Reversal
Roleplaying
Safe Havens
Save Points
Save-Load Cycles
Score
Secret Alliances
Secret Resources
Selectable Set of Goals (<- 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
Public Player Statistics (<- replacing Social Statuses since this is more under the control of designers)
Spatial Immersion
Spawn Points
Spawning
Spectators
Game State Indicators (<- 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
Teams ( <- Team Play )
The Show Must Go On
Third-Person Views
Tick-Based Games
Tiebreakers
Tied Results
Tile-Laying
Tiles
Timing
Tools
Tournaments
Traces
Tradeoffs
Trading
Trans-Game Information
Transfer of Control
Traverse
Ultra-Powerful Events
Uncertainty of Information
Uncommitted Alliances
Unknown Goals
Varied Gameplay
Left-overs from the book
New from various sources
IPerG: D5.8
1.2 Social Interaction
1.3 Asynchronous Games
1.4 Memorabilia
1.7 Coupled Games
1.8 Social Rewards
1.9 Configurable Gameplay Area
Interruptibility <- Interruptability (because it's spelled so...)
Mutual Experiences <- Common Experiences
1.14 Hybrid Spaces
1.15 Social Skills
1.16 Real Life Activities Affect Game State
Heterogeneous Game Element Ownership
1.18 Asynchronous Collaborative Actions
Functional Roles ( <- Selectable Functional Roles )
1.20 Negotiable Play Sessions
1.21 Negotiable Game Sessions
1.22 Negotiable Game Instance Duration
1.23 Negotiable Game Time
Social Roles ( <- Selectable Social Roles )
NPC design with Petri
Visual Body Damage
Dissectible Bodies
Social NPC design with Petri
Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences)
Binding Promises
Brokering
Competing for Attention
Context Dependent Reaction
Eavesdropping
Either You are with Me or against Me
False Accusations
Favor
Gain Allies
Gossip
Guide and Protect
Hierarchical Factions <- Hierarchical Fraction
Linked Destinies
Maintaining Lies
Match-Making
Memory of Important Events
My Enemy’s Enemy is my Friend
Others fortune affects own Mood
Outcast
Outspoken Support
Requesting Support
Social Gatekeeper
Diegetic Social Maintenance <- Social Maintenance
Diegetic Social Norms <- Social Norm
Traitors <- Traitor
Dialogue design with Jenny
Incremental Dialogue Processing
Chunk-based Dialogue Processing
Single-Initiative Dialogues
Mixed Initiative Dialogues
Basic Input Feedback
Barge-In
Canned Text Responses
Diegetically Consistent Dialogues (<- Diegetically Consistent Dialogue)
Context Dependent Dialogue
Contextualized Conversational Responses
Gameplay Integrated Conversation
Illocutionary Interface
Location-Specific Dialogues ( <- Location-Specific Dialogues)
Character-Specific Dialogue
Colloquial Mastery
Delicate Phrasing
MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson)
Inventory Management
Loot
Loot Rights
Carryables
Tradeables
Equipables
Useables
Deteriorables
Noticeables
Creatables
Stackables
Disposables
Enterables/Mountables
Stationary Property
Mobile Property
Suggested
Stealables
Set Items
Dropables/Placables
Social Status Symbols
Pervasive games with Johan Peitz
Actor Detachment
Artifact-Artifact Proximity
Artifact-Location Proximity
Configurable Gameplay Area
Coupled Games
Critical Gameplay Design
Crossmedia Gameplay
Decontextability
Extra-Game Input
Gameplay Changes Perception of Real World Phenomena
(Interruptible Gameplay - removed since it is the same as interruptibility)
Minimalized Social Weight
Physical Navigation
Player Physical Prowess
Player-Artifact Proximity
Player-Avatar Proximity
Player-Location Proximity
Player-Player Proximity
Real Life Activities Affect Game State
Real World Knowledge Advantages
Seamful Gameplay
Self-Reported Positioning
Social Adaptability
The Rabbit Hole Invitation
Unmediated Social Interaction
Unknown
Persistant State World
Fixed Real-World Exchange Rate
Death game mönstret
Point of No Return
From Social Game Presentation
Public Player Statistics (Information about players’ game instances that are publicly available; Using: Global High Score Lists , Friend Lists; Consequences: Social Status)
Persistent Game Worlds (The game state is independent from individual players' game and play sessions; consequences: tick-based games)
Events Timed to the Real World (Gameplay events are initiated by specific real time events occurring; Enablers: Tick-Based Games; Con: Evolving Gameplay Design, Encouraged Return Visits)
Evolving Game Design (That the rules of a game instance changes as gameplay takes place; Enablers: Events Timed to the Real World; Consequences: Ephemeral Events, Encouraged Return Visits, Exploration, Red Queen Dilemma
Ephemeral Events
Encouraged Return Visits (Players are encouraged to return frequently to a certain part of the game space (Based upon observations in Brathwaite, 2007); Enablers: Catching Ephemeral Events, Continuous Goals; Consequences: Grinding)
Grinding (The need to perform a certain task considered easy repeatedly; Enablers: Difficulty & Punishment, Encouraged Return Visits; Consequences: Pottering)
Drop-In/Drop-Out (Designed support to handle players entering and leaving ongoing game sessions; Enablers: Asynchronicity, Persistent Game Worlds; Consequences: Spontaneity, Ephemeral events)
Massively Single-Player Online Games (Games that make use of other players’ game instances to provide input to the game state; Enablers: Private Game Spaces)
Construction (Changing or rearranging game elements to form more complex structures; Enablers: Private Game Spaces; Consequences: Pottering)
Pottering (The management of game resources for its own sake; Enablers: Grinding, Construction)
Visits (Temporary access to other players’ private game spaces; Enablers: Private Game Spaces; Consequences: Massively Single-Player Games)
Altruistic Actions (Actions that have only explicit benefits for somebody else than is performing the action; Enablers: Inherent Sociability, Free Gift Inventories, Visits; Consequences: Non-Player Help, Collaboration, Expected Reciprocity)
Free Gift Inventories (Players have an inventory of game items that can only be given to other players, but these items are generated for free; Consequences: Altruistic Actions)
Non-Player Help (Players can receive help in the games by actions from those not playing; Enablers: Broadcasting Ephemeral Events, Altruistic Actions; Consequences: Symbolic Physicality, Extra-Game Event Broadcasting)
Invites (The use of inviting new players to a game as game actions; Enablers: Drop-In/Drop-Out, Non-Player Help; Consequences: Extra-Game Event Broadcasting)
Extra-Game Event Broadcasting (Game Events are broadcasted in a medium where others can perceived them; Enablers: Achievements, Invites, Non-Player Help)
Collaborative Actions (Compound actions that require several players to perform actions; Enablers: Altruistic Actions, Construction; Consequences: Cooperation, Delayed Reciprocity, Purchasable Game Advantages)
Delayed Reciprocity (Players perform actions to help others under the assumption that they later will be helped in return; Enablers: Inherent Sociability, Altruistic Actions, Collaborative Actions; Consequences: Guilting)
Guilting (Trying to influence another player’s actions based upon moral grounds; Enablers: Delayed Reciprocity)
Purchasable Game Advantages (Players can pay real currency to gain in-game advantage; Enablers: Collaborative Actions, Social Status)
Extra-Game Consequences (That some actions within a game has pre-defined effects outside the game system; Enablers: Inherent Sociability, Altruistic Actions, Purchasable Game Advantages; Consequences: Static Relations, Social Status)
New proposals from working with the wiki
Private Game Spaces (Parts of the game space that only a single player can manipulate directly; Enablers: Difficulty & Punishments, Persistent Game Worlds + Drop-In/Drop-Out; Consequences: Construction, Visits, Massively Single-Player Games) [Like Puerto Rico, Race to the Galaxy etc.] --Staffan Björk 16:10, 5 November 2009 (UTC)
Attention Demanding [grew out of rewriting real-time games] --Staffan Björk 16:08, 6 November 2009 (UTC)
Togetherness [grew out of rewriting real-time games, and makes Karl happy maybe] --Staffan Björk 16:18, 6 November 2009 (UTC)
Option Interfaces [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --Staffan Björk 17:58, 7 November 2009 (UTC)
Friend Lists [from many online games] --Staffan Björk 11:25, 8 November 2009 (UTC)
Gameplay Statistics [from rewriting high score lists] --Staffan Björk 12:28, 8 November 2009 (UTC)
Cooldown [From WoW and other games, e.g. Borderlands] --Staffan Björk 14:31, 8 November 2009 (UTC)
Steadily Decreasing Resources [From writing Unwinnable Games] --Staffan Björk 11:43, 14 November 2009 (UTC)
Turnover [From playing Bloodbowl] --Staffan Björk 20:43, 14 November 2009 (UTC)
Game Time Manipulation [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --Staffan Björk 15:27, 19 November 2009 (UTC)
Asymmetrical Roles (already covered by asymmetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--Karl Bergström 14:33, 20 November 2009 (UTC))
Value of Effort (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --Staffan Björk 13:41, 21 November 2009 (UTC)
Non-Diegetic Elements (representing elements in the game world which are not part of the diegetic) --Staffan Björk 10:01, 25 November 2009 (UTC)
Grinding (WoW) --Staffan Björk 13:10, 28 November 2009 (UTC)
Massively Multiplayer Online Games (why not?) --Staffan Björk 17:29, 4 December 2009 (UTC)
Massively Single-Player Online Games (from 4'33", Spore and even Nethack) --Staffan Björk 17:29, 4 December 2009 (UTC)
Positive Feedback Loops (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --Staffan Björk 12:10, 7 December 2009 (UTC)
Negative Feedback Loops (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --Staffan Björk 12:10, 7 December 2009 (UTC)
Stack Seeding (from Pandemic and Ghost Story from writing about Randomness) --Staffan Björk 15:53, 7 December 2009 (UTC)
Game Lobbies (for finding games and friends, e.g. in L4D) --Staffan Björk 10:28, 15 December 2009 (UTC)
Location-Fixed Abilities (machine guns in L4D) --Staffan Björk 16:34, 15 December 2009 (UTC)
Inventory --Staffan Björk 16:40, 15 December 2009 (UTC)
Limited Inventory (L4D) --Staffan Björk 16:40, 15 December 2009 (UTC)
Variable Accuracy (L4D, player skill, character skill, equipment) --Staffan Björk 16:45, 15 December 2009 (UTC)
Group Belonging (L4D, aesthetics work) --Staffan Björk 11:06, 16 December 2009 (UTC)
Player/Character Skill Composites (both player and character skill affects likelihood of success) --Staffan Björk 12:15, 16 December 2009 (UTC)
Dynamic Difficulty Adjustment (video games but also BSG & Shadows over Camelot) --Staffan Björk 12:15, 16 December 2009 (UTC)
Split-Screen View (from writing about local multiplayer console games) --Staffan Björk 13:40, 16 December 2009 (UTC)
Backtracking Levels (Left 4 Dead 2 campaign Hard Rain) --Staffan Björk 14:17, 16 December 2009 (UTC)
Campaigns (duh) --Staffan Björk 14:30, 16 December 2009 (UTC)
Community Functionality --Staffan Björk 15:07, 16 December 2009 (UTC)
Voting --Staffan Björk 12:10, 17 December 2009 (UTC)
Player Decided Rule Setup --Staffan Björk 12:10, 17 December 2009 (UTC)
Game-Defined Vocabulary (quick responses in Battlefield and L4D series) --Staffan Björk 12:29, 17 December 2009 (UTC)
Further Player Improvement Potential (that one can get better at the game, from writing Challenging Gameplay) --Staffan Björk 15:22, 21 December 2009 (UTC)
Difficulty Settings (duh) --Staffan Björk 10:09, 22 December 2009 (UTC)
Agents (game elements that show intentionality, from working with NPCs) --Staffan Björk 10:16, 13 January 2010 (UTC)
Algorithmic Agents (AI agents) --Staffan Björk 12:26, 13 January 2010 (UTC)
Role Fulfillment (the joy of fulfilling your role (e.g. tank, sniper, healer) in a group.) --Karl Bergström 09:39, 14 January 2010 (UTC)
PvE (Player versus Environment; WoW) --Staffan Björk 11:13, 30 January 2010 (UTC)
PvP (Player versus Player; WoW) --Staffan Björk 11:13, 30 January 2010 (UTC)
Kiting (drawing monsters out and attacking them) --Staffan Björk 11:15, 31 January 2010 (UTC)
Helplessness (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Mutual Enemies (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Transferable Tools (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Excluding Groups (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Inherent Mistrust (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Coordination (from Aesthetical Gameplay Patterns paper) --Staffan Björk 12:28, 27 April 2010 (UTC)
Sabotage (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Simultaneous Challenges (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Team Combos (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Virtual Co-Presence (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Guilting (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Mutual Experiences (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
FUBAR Enjoyment (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Mutual FUBAR Enjoyment (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Spectacular Failure Enjoyment (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Team Accomplishments (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Team Strategy Identification (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)
Excise (from mentions by Karl Bergström) --Staffan Björk 16:46, 22 February 2010 (UTC)
Destructible Objects (typically barrels in FPSes) --Staffan Björk 17:06, 22 February 2010 (UTC)
Limited Gameplay Time (that either game sessions or play sessions are designed to be limited in time or moves) --Staffan Björk 10:11, 24 February 2010 (UTC)
Action Programming (as in Roborally and Diplomacy, but also secret bidding;determining in advance game actions) --Staffan Björk 11:02, 24 February 2010 (UTC)
Renewable Resource --Staffan Björk 11:50, 28 February 2010 (UTC)
Quick Returns (from level design which allow quick return to main area after completing a specific goal, e.g. in Fallout 3 or Assassin's Creed 2) --Staffan Björk 12:53, 28 February 2010 (UTC)
Always Vulnerable (games where a player's character, country, etc. is possible to attack even when the player is not playing, e.g. Eve Online) --Staffan Björk 12:15, 2 March 2010 (UTC)
Initial Personalization (that one can customized avatars before ones gameplay begins) --Staffan Björk 07:46, 30 March 2010 (UTC)
Non-Player Characters (duh...) --Staffan Björk 13:57, 30 March 2010 (UTC)
Avatar Reflexes (avatars reacting to objects and events without being initiated by players) --Staffan Björk 06:16, 6 April 2010 (UTC)
Attributes (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)
Feats (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)
Advantages (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)
Disadvantages (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)
Vehicles --Staffan Björk 16:44, 2 May 2010 (UTC)
Tactical Planning (planning based on the current game state) --Staffan Björk 07:07, 6 April 2010 (UTC)
Strategic Planning (planning based upon general assumption of the game system) --Staffan Björk 07:07, 6 April 2010 (UTC)
Customizable Development (choices when having character development) --Staffan Björk 06:48, 7 April 2010 (UTC)
Player Time Investments (basically, that players have spent time in the game to either master skills or create/shape something in the game) --Staffan Björk 06:53, 7 April 2010 (UTC)
Avatar Personalization (cosmetic personalization of avatars) --Staffan Björk 07:06, 7 April 2010 (UTC)
Quick Time Events --Staffan Björk 08:56, 11 April 2010 (UTC)
Quick Travel --Staffan Björk 08:56, 11 April 2010 (UTC)
Deck Building (as in Dominion and Magic) --Staffan Björk 17:18, 11 April 2010 (UTC)
AI Players (AI Agents that are supposed to be able to function on a level comparable to players) --Staffan Björk 06:38, 13 April 2010 (UTC)
No Direct Player Influence (where players have no or only indirect influence of the actual gameplay) --Staffan Björk 06:07, 14 April 2010 (UTC)
Technology Trees (as in civ) --Staffan Björk 11:45, 17 April 2010 (UTC)
King Maker (wasn't this in the first collection?) --Staffan Björk 14:35, 18 April 2010 (UTC)
Fudged Results (ignoring or having hidden exceptions to the algorithms determining effects of actions) --Staffan Björk 19:44, 21 April 2010 (UTC)
Vulnerabilities (as Achielle's heels but not as strong) --Staffan Björk 08:02, 22 April 2010 (UTC)
Emergent Gameplay (1+1=3) --Staffan Björk 07:18, 25 April 2010 (UTC)
Predetermined Story Structures (narrative structures that exist before game sessions begin) --Staffan Björk 07:56, 27 April 2010 (UTC)
Optional Rules --Staffan Björk 11:56, 27 April 2010 (UTC)
Replays --Staffan Björk 07:49, 30 April 2010 (UTC)
Gameplay Recording (e.g. Battlefield 2, Sims, the Movies) --Staffan Björk 10:48, 30 April 2010 (UTC)
Bragging --Staffan Björk 10:58, 30 April 2010 (UTC)
Free Game Element Manipulation --Staffan Björk 11:36, 30 April 2010 (UTC)
Game Element Insertion --Staffan Björk 08:03, 2 May 2010 (UTC)
Mini-maps --Staffan Björk 11:34, 2 May 2010 (UTC)
Cartel Formation (based on non-game reasons) --Staffan Björk 16:03, 3 May 2010 (UTC)
Wave (from the GOP paper) --Staffan Björk 07:22, 7 May 2010 (UTC)
Speed Runs (completing a game/level as quickly as possible) --Staffan Björk 18:41, 14 May 2010 (UTC)
Grind Achievements (the ones you'll finally get without that much skill required) --Staffan Björk 18:41, 14 May 2010 (UTC)
Equipment Slots (from Torchlight but many RPGs) --Staffan Björk 13:56, 16 May 2010 (UTC)
Companions (NPCs that help players) --Staffan Björk 13:56, 16 May 2010 (UTC)
Testing Achievements (simply for testing to do something) --Staffan Björk 14:39, 16 May 2010 (UTC)
Handicap Achievements (completing goals with extra limitations) --Staffan Björk 14:39, 16 May 2010 (UTC)
Character Levels (duh) --Staffan Björk 15:02, 27 May 2010 (UTC)
Unobserved Game Events (from inserting patterns from Petri's PhD thesis) --Staffan Björk 07:39, 28 May 2010 (UTC)
Character Memories (from inserting patterns from Petri's PhD thesis) --Staffan Björk 07:56, 28 May 2010 (UTC)
Game Prophecies (information from the game what will happen in the future of the game) --Staffan Björk 07:58, 28 May 2010 (UTC)
Character Dialogues (to provide link between Petri's and Jenny's work) --Staffan Björk 07:56, 30 May 2010 (UTC)
Mandatory Goals (duh) --Staffan Björk 14:09, 30 May 2010 (UTC)
Quests (duh) --Staffan Björk 07:54, 1 June 2010 (UTC)
MacGuffins (duh) --Staffan Björk 07:54, 1 June 2010 (UTC)
Self-Facilitated Rules (as Self-Facilitated Games but only for rules and can be just a part of the rules) --Staffan Björk 22:03, 4 June 2010 (UTC)
Infiltrate (pretending to be in a group) --Staffan Björk 07:18, 25 June 2010 (UTC)
Feigned Die Rolls (Rolls to that seem to be about something but isn't, see Fine p.117-118) --Staffan Björk 08:21, 25 June 2010 (UTC)
fgh effect (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --Staffan Björk 08:21, 25 June 2010 (UTC)
Guilds (duh) --Staffan Björk 13:11, 31 August 2010 (CEST)
Secret Goals (duh) --[[--Staffan Björk 15:11, 10 September 2010 (CEST)User:Staffan Björk|Staffan Björk]] 12:11, 3 September 2010 (CEST)
Intrigue (secret negotiations) --Staffan Björk 12:13, 3 September 2010 (CEST)
Effect Descriptions (descriptions of the game effect of an action) --Staffan Björk 10:22, 7 September 2010 (CEST)
Tragedy of the Commons (breakout from Social Dilemmas?) --Staffan Björk 16:47, 7 September 2010 (CEST)
Enforced Goals (goals you need to succeed with to complete or win a game) --Staffan Björk 10:35, 9 September 2010 (CEST)
Indirectly Aggressive Actions (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --Staffan Björk 10:57, 9 September 2010 (CEST)
Directly Aggressive Actions (Actions that reduced opponents absolute positions in the game) --Staffan Björk 10:57, 9 September 2010 (CEST)
Parties (group of characters,avatars working as a group) --Staffan Björk 16:45, 9 September 2010 (CEST)
Game Element Removal (duh) --Staffan Björk 16:54, 9 September 2010 (CEST)
Game-Induced Player Social Status (re-introduced from Social Status ) --Staffan Björk 10:51, 10 September 2010 (CEST)
Upgrading (the event of giving new or improved abilities) --Staffan Björk 14:39, 10 September 2010 (CEST)
Population Caps (limit on number of units) --Staffan Björk 14:47, 10 September 2010 (CEST)
Tokens (duh) --Staffan Björk 15:11, 10 September 2010 (CEST)
Environmental Storytelling --Staffan Björk 10:26, 14 September 2010 (CEST)
Performance (theatrical or show-off expression) --Staffan Björk 12:09, 14 September 2010 (CEST)
Chain Reactions --Staffan Björk 12:48, 17 September 2010 (CEST)
Secondary Interface Screens (e.g. Inventory or Character Sheet) --Staffan Björk 11:54, 21 September 2010 (CEST)
Character Sheets --Staffan Björk 11:54, 21 September 2010 (CEST)
HUD Interfaces --Staffan Björk 12:17, 21 September 2010 (CEST)
Geospatial Game Widgets (extra-game information placed in the game world, called Geometric elements in Fagerholt and Lorentzon's Master thesis) --Staffan Björk 12:17, 21 September 2010 (CEST)
Player-Created Characters (duh) --Staffan Björk 17:05, 21 September 2010 (CEST)
Game Over (duh) --Staffan Björk 10:57, 29 September 2010 (CEST)
Line-of-Sight (from making a note on Aim & Shoot) --Staffan Björk 12:45, 6 November 2010 (CET)
Indirect Conflicts (from writing Algorithmic Agents) --Staffan Björk 11:04, 18 November 2010 (CET)
Fixed Distributions (when using a complete drawing stack]] --Staffan Björk 09:47, 21 November 2010 (CET)
Glory Rewards (Hallford & Hallford, 2001 p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)
Sustenance Rewards (Hallford & Hallford, 2001 p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)
Access Rewards (Hallford & Hallford, 2001 p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)
Facilitating Rewards (Hallford & Hallford, 2001 p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)