Renamed Patterns
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)
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)