Pattern Suggestion List
For patterns that have partly or fully been inserted into the wiki, see the category of patterns. See also Renamed 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
Contents
- 1 Patterns
- 1.1 From the cd-rom
- 1.2 Left-overs from the book
- 1.3 New from various sources
- 1.3.1 IPerG: D5.8
- 1.3.2 NPC design with Petri
- 1.3.3 Social NPC design with Petri
- 1.3.4 Dialogue design with Jenny
- 1.3.5 MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson)
- 1.3.6 Pervasive games with Johan Peitz
- 1.3.7 Unknown
- 1.3.8 New proposals from working with the wiki
Patterns
From the cd-rom
Asymmetric Resource Distribution
Cards (including Chips)
Cognitive Engrossment (<- Cognitive Immersion )
Collections (<- Collection )
Competitions ( <- Competition )
Conflicts ( <- Conflict )
Constructive Gameplay ( <- Constructive Play )
Deliver (<- Delivery)
Disruption of Focused Attention
Temporary Alliances <- (Dynamic Alliances)
Empowerment - should be related to Illusion of Influence
Game World Exploration (<- Exploration)
Game State Overviews ( <- Game State Overview )
Check Points <- Goal Points
Goal Hierarchies ( <- Hierarchy of Goals )
Engrossment ( <- Immersion)
Orthogonal Differentiation ( <- Orthogonal Unit Differentiation )
Rock-Paper-Scissors (<- Paper-Rock-Scissors)
Player-Decided Distribution of Rewards & Penalties
Production-Consumption Flows ( <- Producer-Consumer )
Progress Indicators ("Progress" announced for quests in Ravenwood Fair)
Races <- Race
Reconfigurable Game Worlds ( <- Reconfigurable Game World )
Resource Generators (tangible game elements now; and break out Generators)
Reversibility ( <- Reversability)
Rewards (don't forget to link to Achievements
Complex Gameplay(<- Right Level of Complexity - same reasoning as below)
Save-Load Cycles (add NPC party spoof from Baldur's gate expansion Throne of Bhaal)
Scores <- Score (several pattern link to Score right now...)
Selectable Set of Goals (<- Selectable Sets of Goals)
Sensory-Motoric Engrossment ( <- Sensory-Motoric Immersion )
Shrinking Game Worlds ( <- Shrinking Game World )
Spatial Engrossment ( <- Spatial Immersion )
Symmetric Resource Distribution
Teams ( <- Team Play )
Tick-Based Games (not that ticks can exist in real-time games)
Trade-Offs (<- Tradeoffs )
Left-overs from the book
(find the excel file for this)
New from various sources
IPerG: D5.8
Memorabilia
Coupled Games
Social Rewards
Configurable Gameplay Area
Interruptibility <- Interruptability (because it's spelled so...)
1.14 Hybrid Spaces
1.15 Social Skills
1.16 Real Life Activities Affect Game State
Asynchronous Collaborative Actions
Functional Roles ( <- Selectable Functional Roles )
1.21 Negotiable Game Sessions
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
Binding Promises
Brokering
Competing for Attention
Context Dependent Reactions ( <- Context Dependent Reaction)
Eavesdropping
Either You are with Me or against Me
False Accusations
Favors (<- Favor )
Gain Allies
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
Thematically Consistent Dialogues (<- Diegetically Consistent Dialogue)
Context Dependent Dialogues ( <- Context Dependent Dialogue )
Gameplay Integrated Conversation ( <- Gameplay Integrated Conversation)
Illocutionary Interfaces ( <- Illocutionary Interface )
Location-Specific Dialogues ( <- Location-Specific Dialogues)
Character-Specific Dialogues ( <- Character-Specific Dialogue )
Colloquial Mastery
Delicate Phrasing
MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson)
Loot Rights
Carryables
Useables
Noticeables
Creatables
Stackables
Disposables
Enterables/Mountables
Suggested
Stealables
Dropables/Placables
Social Status Symbols
Pervasive games with Johan Peitz
Actor Detachment
Artifact-Artifact Proximity
Artifact-Location Proximity
Configurable Gameplay Area
Critical Gameplay Design
Crossmedia Gameplay
Decontextability
Extra-Game Input
Gameplay Changes Perception of Real World Phenomena
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
Unknown
Persistant State World
Fixed Real-World Exchange Rate
Death game mönstret
Point of No Return
New proposals from working with the wiki
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)
Steadily Decreasing Resources [From writing Unwinnable Games] --Staffan Björk 11:43, 14 November 2009 (UTC)
Turnovers [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)
Asymmetric 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)
Positive Feedback Loops (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies) --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; Questions in Empires & Allies that give less money than they cost to do) --Staffan Björk 12:10, 7 December 2009 (UTC)
Game Lobbies (for finding games and friends, e.g. in L4D) --Staffan Björk 10:28, 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)
Split-Screen View (from writing about local multiplayer console games) --Staffan Björk 13:40, 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)
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)
Mutual Enemies (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 - include WoW marker example by Bennerstedt) --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)
Virtual Co-Presence (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)
Team Accomplishments (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)
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)
Renewable Resources --Staffan Björk 11:50, 28 February 2010 (UTC)
Initial Personalization (that one can customized avatars before ones gameplay begins) --Staffan Björk 07:46, 30 March 2010 (UTC)
Automated Responses (agents reacting automatic to detected objects and events) --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)
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 (see also the wikipedia entry) --Staffan Björk 08:56, 11 April 2010 (UTC)
Deck Building (as in Dominion and Magic) --Staffan Björk 17:18, 11 April 2010 (UTC)
Development Trees (as in civ but also as in D&D and Borderlands, Technologies link) --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)
Emergent Gameplay (1+1=3) --Staffan Björk 07:18, 25 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)
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)
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)
Mandatory Goals (duh) --Staffan Björk 14:09, 30 May 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)
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)
Tokens (duh) --Staffan Björk 15:11, 10 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. Inventories or Character Sheets - note conflicts in Game Worlds, breaks Diegetic Consistency if creating Game Pauses) --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)
Game Over (duh) --Staffan Björk 10:57, 29 September 2010 (CEST)
Indirect Conflicts (from writing Algorithmic Agents) --Staffan Björk 11:04, 18 November 2010 (CET)
Glory Rewards (Social Rewards?, Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, 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)
Energy Penalties (Energy punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)
Life Penalties (Life punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)
Game Termination Penalties (Game termination punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)
Setback Penalties (Setback punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)
Public Interfaces (interfaces that are accessible to several people at the same time, e.g. Flight Control on the iPad) --Staffan Björk 19:19, 27 November 2010 (CET)
Appointments (related to Encouraged Return Visits; taken from the SVNGR mechanic Appointment Dynamic, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Incremental Information Delivery (from the SVNGR mechanic Cascading Information Theory, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Communal Problem Solving (from the SVNGR mechanic Communal Discovery, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Lottery (from the SVNGR mechanic Lottery, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Shell Game (from the SVNGR mechanic Shell Game, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Real World Game Space (that the game space/game world is defined as a subsection of the real world) --Staffan Björk 09:24, 8 December 2010 (CET)
Pervasive Gameplay (duh; maybe def from McGonigal's PhD) --Staffan Björk 09:29, 8 December 2010 (CET)
Ubiquitous Gameplay (duh; maybe def from McGonigal's PhD) --Staffan Björk 09:29, 8 December 2010 (CET)
Sandbox Gameplay (duh) --Staffan Björk 10:29, 9 December 2010 (CET)
Persistent Game World Changes (changes that don't just go away and don't involve manipulating game items) --Staffan Björk 14:18, 9 December 2010 (CET)
Multiple Endings (duh) --Staffan Björk 17:16, 13 December 2010 (CET)
Mimetic Interfaces (from Juuls book) --Staffan Björk 13:44, 3 January 2011 (CET)
Referees (duh) --Staffan Björk 13:43, 4 January 2011 (CET)
Limited Communication Abilities (ESP Game and Space Alert) --Staffan Björk 17:25, 4 January 2011 (CET)
Hidden Rules (rules that players don't have explicit descriptions of) --Staffan Björk 17:52, 4 January 2011 (CET)
Varying Rule Set (rules that players don't have explicit descriptions of) --Staffan Björk 17:52, 4 January 2011 (CET)
Proxy Players (agents playing for somebody else) --Staffan Björk 11:37, 5 January 2011 (CET)
Zone of Control (duh) --Staffan Björk 17:38, 9 January 2011 (CET)
Narrative Engrossment (duh) --Staffan Björk 20:53, 12 January 2011 (CET)
Modifiable Game Interfaces (WoW & MUD clients) --Staffan Björk 22:03, 12 January 2011 (CET)
Expansions (duh) --Staffan Björk 20:40, 15 January 2011 (CET)
Faucet/Drain (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --Staffan Björk 16:50, 17 January 2011 (CET)
Alternate Reality Gameplay (duh) --Staffan Björk 17:16, 27 January 2011 (CET)
Ever Increasing Difficulty (duh) --Staffan Björk 16:46, 3 February 2011 (CET)
Discontinuous Progression (since not everything is Arithmetic or Geometric) --Staffan Björk 20:40, 15 February 2011 (CET)
Event Thresholds (from writing Arithmetic Progression, quantitative point at which an event is triggered) --Staffan Björk 21:54, 17 February 2011 (CET)
Encouraged Constant Player Activity (from writing resource caps) --Staffan Björk 19:11, 18 February 2011 (CET)
Ragequitting (duh) --Staffan Björk 08:18, 20 February 2011 (CET)
Pubstomping (duh) --Staffan Björk 08:18, 20 February 2011 (CET)
First Player Tokens (duh) --Staffan Björk 08:59, 27 February 2011 (CET)
Current Player Tokens (duh) --Staffan Björk 08:59, 27 February 2011 (CET)
Victory Points (as tokens) --Staffan Björk 08:59, 27 February 2011 (CET)
Drafting (ticket to ride, thunderstone, dominion) --Staffan Björk 21:10, 4 March 2011 (CET)
Trick Taking (duh) --Staffan Björk 09:57, 5 March 2011 (CET)
Physical Enactment (LARPs but also SingStar and Rockband) --Staffan Björk 23:30, 9 March 2011 (CET)
Enactment (the activity of representing some activity) --Staffan Björk 18:20, 12 March 2011 (CET)
Miniatures (duh) --Staffan Björk 18:27, 12 March 2011 (CET)
Out of Character Conversations --Staffan Björk 18:43, 12 March 2011 (CET)
In Character Conversations --Staffan Björk 18:43, 12 March 2011 (CET)
Turtling (from wikipedia and Mikael Rytterhag's Camping paper) --Staffan Björk 12:29, 13 March 2011 (CET)
Player-Constructed Worlds --Staffan Björk 00:51, 20 March 2011 (CET)
Scenarios (different setups in wargame and RPGs, and Space Alert) --Staffan Björk 16:10, 26 March 2011 (CET)
Vision Modes (from Jonas' ecological approach paper) --Staffan Björk 22:23, 28 March 2011 (CEST)
Point of Interest Indication (From Jonas' ecological approach paper, and Automatic Response) --Staffan Björk 22:23, 28 March 2011 (CEST)
Inhabitants (duh) --Staffan Björk 09:36, 2 April 2011 (CEST)
Jumping (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --Staffan Björk 00:00, 3 April 2011 (CEST)
Cheat Codes (duh) --Staffan Björk 11:25, 4 April 2011 (CEST)
Powers (spells, etc.) --Staffan Björk 21:11, 6 April 2011 (CEST)
Buffs --Staffan Björk 19:32, 7 April 2011 (CEST)
Debuffs --Staffan Björk 19:32, 7 April 2011 (CEST)
Stealing (duh) --Staffan Björk 19:41, 8 April 2011 (CEST)
Farming (duh) --Staffan Björk 20:42, 8 April 2011 (CEST)
Twinking (for WoW) --Staffan Björk 20:01, 9 April 2011 (CEST)
Enforced Ownership (Soulbound concept from WoW) --Staffan Björk 20:05, 9 April 2011 (CEST)
Faucet/Sink (opposite to Closed Economy) --Staffan Björk 10:14, 10 April 2011 (CEST)
Micro Management (duh) --Staffan Björk 16:38, 10 April 2011 (CEST)
System Exploration (Exploration of the system...) --Staffan Björk 17:33, 12 April 2011 (CEST)
Agent Needs --Staffan Björk 13:28, 14 April 2011 (CEST)
Maintenance --Staffan Björk 21:21, 14 April 2011 (CEST)
Production-Consumption Chains (flows but the types change) --Staffan Björk 13:18, 17 April 2011 (CEST)
Nurturing (from Pottering paper) --Staffan Björk 21:59, 17 April 2011 (CEST)
Calm Flow (from Pottering paper) --Staffan Björk 21:59, 17 April 2011 (CEST)
Technologies (duh) --Staffan Björk 22:42, 20 April 2011 (CEST)
Maintenance Costs (resource drains) --Staffan Björk 19:07, 21 April 2011 (CEST)
Classes (duh) --Staffan Björk 07:52, 30 April 2011 (CEST)
Experience Points (duh) --Staffan Björk 01:27, 7 May 2011 (CEST)
Popup Screens (duh; fix link from note in Reward Widgets) --Staffan Björk 19:02, 7 May 2011 (CEST)
Non-Diegetic Features (duh; take parts from Diegetically Outstanding Features and place here) --Staffan Björk 19:05, 7 May 2011 (CEST)
Unit Formations (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --Staffan Björk 14:38, 8 May 2011 (CEST)
Saving (duh) --Staffan Björk 17:25, 12 May 2011 (CEST)
Super Combos (loong combos, suggested by Johan Wingård) --Staffan Björk 20:26, 20 May 2011 (CEST)
Unlocking (Aki Järvinen) --Staffan Björk 15:33, 21 May 2011 (CEST)
Button Bashing (duh) --Staffan Björk 19:38, 21 May 2011 (CEST)
Tool Tips (duh) --Staffan Björk 14:05, 22 May 2011 (CEST)
Loading Hints (duh) --Staffan Björk 14:05, 22 May 2011 (CEST)
Flags (as in Capture the Flag) --Staffan Björk 14:49, 22 May 2011 (CEST)
Resource Sources ( Resource Locations, Trading, etc.) --Staffan Björk 23:29, 22 May 2011 (CEST)
Modal Windows (duh) --Staffan Björk 21:25, 23 May 2011 (CEST)
HUD Buttons (Buttons in HUD parts of interfaces, e.g. Quests in FarmVille --Staffan Björk 21:28, 23 May 2011 (CEST)
Auctions (duh) --Staffan Björk 22:50, 25 May 2011 (CEST)
Player/System Skill Composites (system helping player with actions) --Staffan Björk 11:33, 29 May 2011 (CEST)
Rounds (duh; remember hit left, dodge right also) --Staffan Björk 14:41, 4 June 2011 (CEST)
Procedurally Generated Game Worlds (NetHack, Just Cause) --Staffan Björk 08:59, 6 June 2011 (CEST)
Regenerating Resources (duh) --Staffan Björk 09:48, 12 June 2011 (CEST)
Beat the Leader (dynamic has to do with uncommitted and temporary alliances) --Staffan Björk 08:48, 14 June 2011 (CEST)
Game Boards (duh) --Staffan Björk 09:50, 15 June 2011 (CEST)
Planning Phases (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --Staffan Björk 09:27, 16 June 2011 (CEST)
Execution Phases (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --Staffan Björk 09:27, 16 June 2011 (CEST)
Money (duh; not only for bidding, maintainance, but also as budgeted action points) --Staffan Björk 09:36, 19 June 2011 (CEST)
Limited Number of Uses (charges but also resources needed to activate actions) --Staffan Björk 15:48, 20 June 2011 (CEST)
Flip-Flop Events (going last and first in two consecutive turns) --Staffan Björk 09:17, 24 June 2011 (CEST)
Exploits (unintentional combos in games; Deus Ex example; [1] negative pattern but Nomic) --Staffan Björk 13:32, 10 July 2011 (CEST)
Generators (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --Staffan Björk 18:17, 11 July 2011 (CEST)
Kingmaker Situations (see wikipedia kingmaker scenario) --Staffan Björk 11:21, 13 July 2011 (CEST)
Extras (not the concept from sports but prepped people playing NPCs, "specially instructed player") --Staffan Björk 11:39, 13 July 2011 (CEST)
Repeated Domination (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --Staffan Björk 14:48, 13 July 2011 (CEST)
Railroading (duh; tacka Kalle) --Staffan Björk 11:09, 15 July 2011 (CEST)
Entrenching Gameplay (positions become more and more locked; Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er; tacka Kalle) --Staffan Björk 11:09, 15 July 2011 (CEST)
Cover ? --Staffan Björk 14:58, 18 July 2011 (CEST)
Critical Hits (duh) --Staffan Björk 14:31, 3 August 2011 (CEST)
Open Worlds (duh) --Staffan Björk 12:21, 4 August 2011 (CEST)
Game Servers (duh) --Staffan Björk 21:52, 4 August 2011 (CEST)
User Accounts (duh) --Staffan Björk 21:52, 4 August 2011 (CEST)