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- ...tween the two, and this is not the case in those situations. However, this pattern is described to be useful regardless if an abstract representation exists a ...s]], the [[Pac-Man]] series, and the [[Bomberman series]] make use of this pattern, and this tradition is continued in many modern games following the aesthet27 KB (4,016 words) - 18:14, 9 August 2016
- == Using the pattern == ...st cases, the lifetime of [[Units]] is governed by a [[Producer-Consumer]] pattern. For example in the [[Civilization (video game) series|Civilization series]23 KB (3,275 words) - 08:16, 21 September 2016
- == Using the pattern == A rewrite of a pattern that was part of the original collection in the paper ''Gameplay Design Pat1,021 bytes (116 words) - 08:37, 6 December 2010
- == Using the pattern == [[Awareness of Surroundings]] is a pattern applied to [[Enemies]] or [[Non-Player Characters]] run by [[Algorithmic Ag3 KB (463 words) - 20:25, 12 August 2014
- Although only being weak examples of the pattern, non-player characters in [[Fallout New Vegas]] and [[Skyrim]] have differe == Using the pattern ==3 KB (396 words) - 21:44, 31 July 2014
- Note: ''The pattern related to players being emotionally attached to the game is named [[Emotio == Using the pattern ==4 KB (587 words) - 21:50, 1 August 2014
- ...hat they are care about the goals of their character. For this reason, the pattern does not have relations to narration patterns. It does not discuss how huma == Using the pattern ==6 KB (877 words) - 19:47, 14 August 2014
- == Using the pattern == ...ms. Typically all games with [[Algorithmic Agents]] have some level of the pattern since these [[Agents]] need to be able to react to its environment with act3 KB (369 words) - 19:47, 14 August 2014
- == Using the pattern == A rewrite of a pattern that was part of the original collection in the paper ''Gameplay Design Pat4 KB (580 words) - 15:27, 26 October 2015
- == Using the pattern == ...can run into problems of having to many combinations, especially when the pattern is applied on many [[Characters]]. An alternative, which the [[Victoria 2]]11 KB (1,615 words) - 10:12, 13 May 2022
- As a currently [[:Category:Speculative Patterns|Speculative Pattern]], no examples are listen here. == Using the pattern ==4 KB (497 words) - 08:03, 27 July 2015
- == Using the pattern == [[Unpredictable Behavior]] is a pattern for modifying how [[Agents]] behave. The easiest way to create the possibil4 KB (511 words) - 09:11, 15 January 2015
- ...h hay or leaves (note that these are not examples of the [[Leap of Faith]] pattern since players know beforehand that they are safe to do). Birds are typicall8 KB (1,202 words) - 10:03, 13 May 2022
- == Using the pattern == ...n cause [[Surprises]] or as effects of players' actions through use of the pattern [[Actions Have Diegetically Social Consequences]]. One example of this can17 KB (2,420 words) - 12:27, 12 August 2016
- == Using the pattern == When players can create the [[Mules]] themselves, the pattern also provides [[Creative Control]] and a form of [[Meta Games|Meta Game]].6 KB (836 words) - 21:16, 4 July 2015
- == Using the pattern == ...stance while not being based on specific [[Characters]]; the more specific pattern of [[Game Masters]] also requires [[Enactment]] and [[Roleplaying]] of vari7 KB (1,057 words) - 07:53, 8 August 2015
- ...ation between players rather than the more formalized cooperation that the pattern [[Teams]] describe.'' == Using the pattern ==4 KB (609 words) - 12:48, 18 March 2018
- == Using the pattern == ...ters]] is used to create [[Player Characters]], some games make use of the pattern to let player create [[Non-Player Characters]], e.g. [[Companions]] in role7 KB (957 words) - 11:47, 17 July 2016
- == Using the pattern == A pattern first identified in ''Exploring Aesthetical Gameplay Design Patterns – Ca4 KB (499 words) - 20:49, 31 July 2015
- == Using the pattern == This pattern reflects that a failure which distinguishes itself in some way, e.g. as the7 KB (979 words) - 10:08, 2 September 2016