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
Patterns
From the cd-rom
Asymmetric Resource Distribution
Asynchronous Gameplay (<- Asynchronous Games)
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
Gameplay Mastery ( <- Game Mastery)
Game State Overviews ( <- Game State Overview )
Check Points <- Goal Points
Goal Hierarchies ( <- Hierarchy of Goals )
Engrossment ( <- Immersion)
Rock-Paper-Scissors (<- Paper-Rock-Scissors)
Player-Decided Distributions (<- Player-Decided Distribution of Rewards & Penalties)
Production-Consumption Flows ( <- Producer-Consumer )
Progress Indicators ("Progress" announced for quests in Ravenwood Fair)
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)
Risk/Reward (dynamic)
Save-Load Cycles (add NPC party spoof from Baldur's gate expansion Throne of Bhaal , Category:Gameplay Adaptability Patterns)
Scores <- Score (several pattern link to Score right now...)
Selectable Set of Goals (<- Selectable Sets of Goals)
Sensory-Motoric Engrossment ( <- Sensory-Motoric Immersion )
Spatial Engrossment ( <- Spatial Immersion )
Surprises (link to attention demanding)
Symmetric Resource Distribution
Synchronous Gameplay (<- Synchronous Games)
Teams ( <- Team Play ) (including clans)
Tick-Based Games (note that ticks can exist in real-time games)
Trade-Offs (<- Tradeoffs ; dynamic )
Trans-Game Information (don't forget Power Stone 2 and VMU; Spore; etc)
Transfer of Control (relate to Loss of Control and Helplessness)
Left-overs from the book
(find the excel file for this)
New from various sources
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 (now not only as output but also as input)
Thematically Consistent Dialogues (<- Diegetically Consistent Dialogue)
Context Dependent Dialogues ( <- Context Dependent Dialogue )
Gameplay Integrated Conversation ( <- Gameplay Integrated Conversation)
Illocutionary Interfaces ( <- Illocutionary Interface link to Puzzle Solving and System Exploration)
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
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)
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 (dynamic; 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 (dynamic; 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)
Group Belonging (L4D, aesthetics work) --Staffan Björk 11:06, 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)
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)
Exercise (<- Excise (from mentions by Karl Bergström; see also Juul's dead time concept) --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)
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)
Kingmaker (wasn't this in the first collection?) (see wikipedia kingmaker scenario) --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)
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)
Conspiring (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-Based Social Statuses (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)
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 (also add Screen Splatter, Giantbomb) --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/)
Sandbox Gameplay (duh) --Staffan Björk 10:29, 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)
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)
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)
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)
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 or Faucet/Drain) --Staffan Björk 10:14, 10 April 2011 (CEST)
Micromanagement (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)
Character 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)
Button Bashing (duh) --Staffan Björk 19:38, 21 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)
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)
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)
Cover Systems --Staffan Björk 14:58, 18 July 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)
Narration Structures (duh) --Staffan Björk 09:05, 8 August 2011 (CEST)
Player-Generated Narratives (duh) --Staffan Björk 09:07, 8 August 2011 (CEST)
suits? --Staffan Björk 13:16, 23 August 2011 (CEST)
Decks (duh) --Staffan Björk 14:15, 26 August 2011 (CEST)
Mods (duh) --Staffan Björk 12:02, 3 September 2011 (CEST)
Pie Menus (duh) --Staffan Björk 11:23, 21 September 2011 (CEST)
Performance Modifiers --Staffan Björk 14:24, 22 September 2011 (CEST)
Game Registration (signing up to play a game) --Staffan Björk 12:54, 1 October 2011 (CEST)
Fake Game Overs [Eternal Darkness, Arkham Asylum; thxs Orvar & Jonas - also check Fission Mailed on tvtropes.org ) --Staffan Björk 08:47, 2 October 2011 (CEST)
Open-Ended Die Rolls (special result allow more die rolls) --Staffan Björk 21:27, 5 October 2011 (CEST)
Leaning (giantbomb, cover systems) --Staffan Björk 20:30, 9 October 2011 (CEST)
Limited Repeats (rules against repeating same sequence of actions - e.g. Chess and Go) --Staffan Björk 14:35, 14 November 2011 (CET)
Quizzes (duh) --Staffan Björk 20:22, 20 May 2012 (CEST)
Predictable Gameplay Time ( measured in game state changes or player actions; carcarsonne, pandemic, most card games, board game with set number of turns, history of the world ) --Staffan Björk 10:02, 13 August 2012 (CEST)
Startgame (well... something with opening might work instead, anyway related to middlegame and endgame) --Staffan Björk 10:23, 13 August 2012 (CEST)
Middlegame (duh) --Staffan Björk 10:23, 13 August 2012 (CEST)
Endgame (duh) --Staffan Björk 10:23, 13 August 2012 (CEST)
Alone Gameplay ( multiplayer but don't met others, or only rarely - is this massively singleplayer games?) --Staffan Björk 12:55, 13 August 2012 (CEST)
Juicy Interfaces ( re Jesper Juul and Chaim Gingold) --Staffan Björk 14:13, 20 August 2012 (CEST)
Collectables (Erik Einebrandt) --Staffan Björk 15:32, 31 August 2012 (CEST)
Coaches (duh) --Staffan Björk 09:38, 31 October 2012 (CET)
Loss of Control (when system takes over characters, units, etc. Panic in X-Com, failed fright checks and disadvantages in GURPs, related to Loss of Control]] --Staffan Björk 14:27, 14 December 2012 (CET)
Lingering Effects (mechanical; from X-COM; multiturn effects, can give time limits) --Staffan Björk 14:27, 14 December 2012 (CET)
Surprise Attacks (Traps, attacks out of FoW in X-Com, etc.) --Staffan Björk 14:27, 14 December 2012 (CET)
Instakills (dynamic; duh; X-COM Chryssalids, headshots in L4D series on ordinary infected; CS?) --Staffan Björk 10:10, 15 December 2012 (CET)
Task-Related Loadouts (dynamic; selecting equipment to fit mission/quest) --Staffan Björk 10:12, 21 December 2012 (CET)
Dominant Stratefy (duh) --Staffan Björk 15:41, 7 January 2013 (CET)
Surrendering (duh; chess, go, etc. From thinking about predictable winner) --Staffan Björk 16:20, 7 January 2013 (CET)
Exceptional Events ((events that very rarely occur and do so unpredictably, fumbles and rare effect of these, open ended die rolls, etc.) --Staffan Björk 10:18, 10 January 2013 (CET)
Critical Results (relate to Critical hits, misses, fumbles, etc. - WFRP critical hit not an example!) --Staffan Björk 10:37, 10 January 2013 (CET)
Critical Misses (for symmetry) --Staffan Björk 11:27, 10 January 2013 (CET)
Potentially too specific patterns (mainly from GiantBomb)
Camera Following Projectiles
Reticule Magnetism
Bullet Magnetism
Lock-on
Dynamic split-screen
Camera Shift