Process

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Gameplay Design Pattern Template

All patterns in the wiki

Game Template

Extensions

This wiki runs the Cite extension so that references can be used.

To Do Lists

Category:Needs work - list of patterns and game descriptions that exist but need more work

Special:WantedPages - pages that are linked to but do not exist

Pattern Suggestion List - for lists of new patterns to create

Special:ShortPages - list for detecting short pattern descriptions

Category:Unwanted pages - list of pages that should have no links to them (read: they only exist to help finding the links to them)

Category:Wanted Examples - pages which has identified wants for specific game examples

Category:Stub - pages that are known to be too short

People's specific work pages

To show that a page has been left half done you might want to flag it by having it in a specific category:

Staffan's current workpage - for Staffan Björk

Category:Checked out KJB - for Karl Bergström

Jonathan's current workpage - for Jonathan Osborne

Editors

I'd suggest we find people who want to be responsible for specific areas, e.g. certain types of patterns, certain types of game examples or specific parts of templates. Some specific suggestions: aesthetic patterns, narration aspects of patterns (which I, Staffan, always find myself removing)


Changes in how we write

I'd suggest we include discussions about how the pattern relates to the interface, narrative or diegetic presentation to make them more concrete. --Staffan Björk 17:09, 2 November 2009 (UTC)

I'd suggest we use "Can Instantiate", "Can Modulate", "Can Be Instantiated By", "Can Be Modulated By" and "Potentially Conflicting" for the different relations just to show that there are seldom or never exact cause and effect relations between the patterns. --Staffan Björk 10:11, 19 November 2009 (UTC)

I'd suggest that we find a more simple nomenclature for relationships between different patterns, such as "is related to", for the same reason as above.--Karl Bergström 13:14, 20 November 2009 (UTC)

Vocabulary

To make the patterns consistent it is probably good that we have a common Vocabulary.

Pattern Retrieval Method suggestions

We take a bunch of games known for innovation, published after 2004 (publication of the original GDP) and see if we can extract patterns out of their novel features. (Hidden Traitor? Simultaneous limited realtime planning? "Max Payne-dilemma-solution-something"?)

Old patterns?

I'd suggest we put in all the old patterns manual, it will take more time but then we actually make sure we go through each patterns as we put them in. And may not all patterns should be in the updated collection... --Staffan Björk 16:53, 2 November 2009 (UTC)

Game Descriptions

I'd suggeset that all games mentioned as examples get their own page. Besides just basic information about the game this could also include brief analysis of the game mentioning the most important patterns. --Staffan Björk 15:43, 5 November 2009 (UTC)