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 Information (link to Tension)
Asymmetric Resource Distribution
Bluffing (link to Surrendering as a possible wanted outcome of this in Poker etc)
Cognitive Engrossment (<- Cognitive Immersion )
Collections (<- Collection )
Competition ( not Competitions )
Conflicts ( <- Conflict )
Constructive Gameplay ( <- Constructive Play )
Deliver (<- Delivery)
Disruption of Focused Attention
Temporary Alliances <- (Dynamic Alliances)
Empowerment - should be related to Exaggerated Perception of Influence and Player Agency
Gameplay Mastery ( <- Game Mastery, include discussion on Unwinnable Games and Gygax's Role-Playing Mastery book)
Goal Hierarchies ( <- Hierarchy of Goals )
Engrossment ( <- Immersion)
Limited Resources <- Should be removed (but take info from old pattern)
Rock-Paper-Scissors (<- Paper-Rock-Scissors)
Player Balance (see Team Balance for incompatible patterns)
Player-Defined Goals ( <- Player Defined Goals )
Player-Decided Distributions (<- Player-Decided Distribution of Rewards & Penalties)
Production-Consumption Flows ( <- Producer-Consumer )
Resource Generators (tangible game elements now; and break out Generators)
Reversibility ( <- Reversability)
Risk/Reward (dynamic)
Selectable Set of Goals (<- Selectable Sets of Goals)
Sensory-Motoric Engrossment ( <- Sensory-Motoric Immersion )
Spatial Engrossment ( <- Spatial Immersion )
Surprises (link to attention demanding)
Symmetric Information (link to Tension)
Symmetric Resource Distribution
The Show Must Go On (link to Tick-Based Games, and this and this)
Trading (link to Resource Sources)
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
Distributed Rewards, Extra-Game Rewards, Flexible Game Element Set-Up, Judges, Mentorship, Perceivable Consequences, Possibility for Disinformation, Psychological Immersion, Reasonable Waiting Times, Saving, Secret Tactics
New from various sources
NPC design with Petri
Visual Body Damage
Dissectible Bodies (actually Fallout and New Vegas seem to have this, see http://kotaku.com/meet-the-guy-who-spent-seven-months-killing-everyone-in-1629588651)
Social NPC design with Petri
Binding Promises
Brokering
Competing for Attention
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
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
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, split things from Chat Channels )
Location-Specific Dialogues ( <- Location-Specific Dialogues)
Character-Specific Dialogues ( <- Character-Specific Dialogue )
MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson)
Stackables (also can apply to Units)
Upgradables (also can apply to Units)
Suggested
Dropables/Placables
Unknown
Persistant State World
Fixed Real-World Exchange Rate
Death game mönstret
Point of No Return
New proposals from working with the wiki
Togetherness <- Mutual Experiences [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)
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))
Positive Feedback Loops (dynamic; from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies; link to Red Queen Dilemmas) --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)
Group Belonging (L4D, aesthetics work) --Staffan Björk 11:06, 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)
Limited Gameplay Time (that either game sessions or play sessions are designed to be limited in time or moves, link Time Limits) --Staffan Björk 10:11, 24 February 2010 (UTC)
Initial Personalization (that one can customized avatars before ones gameplay begins) --Staffan Björk 07:46, 30 March 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)
Development Trees (as in civ but also as in D&D and Borderlands, Technology Trees link) --Staffan Björk 11:45, 17 April 2010 (UTC)
Emergent Gameplay (1+1=3) --Staffan Björk 07:18, 25 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)
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)
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)
Character Sheets --Staffan Björk 11:54, 21 September 2010 (CEST)
Indirect Conflicts (from writing Algorithmic Agents) --Staffan Björk 11:04, 18 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)
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)
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)
Pubstomping (duh, link to Dominant Strategies) --Staffan Björk 08:18, 20 February 2011 (CET)
Victory Points (as tokens) --Staffan Björk 08:59, 27 February 2011 (CET)
Miniatures (duh) --Staffan Björk 18:27, 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 Economies 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, link Technology Trees) --Staffan Björk 22:42, 20 April 2011 (CEST)
Technology Trees (duh, link Development Trees) --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, "Points used to measure a character’s progress towards a state where abilities or characteristics related to gameplay are improved.") --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)
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)
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)
Rounds (duh; remember hit left, dodge right also; also Rounds collect a series of turns into a large structure which allows for the counting of Scores and Ultra-Powerful Events) --Staffan Björk 14:41, 4 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)
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)
User Accounts (duh) --Staffan Björk 21:52, 4 August 2011 (CEST)
Player-Generated Narratives (duh) --Staffan Björk 09:07, 8 August 2011 (CEST)
suits? --Staffan Björk 13:16, 23 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)
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)
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)
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)
Loss of Control (mech, 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)
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 Strategies (duh) --Staffan Björk 15:41, 7 January 2013 (CET)
Random Encounters --Staffan Björk (talk) 16:34, 20 May 2014 (CEST)
Dialogue Trees (duh, see giant bomb also) --Staffan Björk (talk) 13:27, 12 June 2014 (CEST)
Pickup Groups (duh, WoW and our paper) --Staffan Björk (talk) 16:10, 14 June 2014 (CEST)
Social Status Indicators (relate to Game-Based Social Statuses and In-Game Memorabilia) --Staffan Björk (talk) 16:05, 19 June 2014 (CEST)
Gambling (duh) --Staffan Björk (talk) 10:25, 21 June 2014 (CEST)
Game Clients (duh) --Staffan Björk (talk) 10:49, 22 June 2014 (CEST)
Command Line Systems (chatting and giving system commands) --Staffan Björk (talk) 21:58, 27 June 2014 (CEST)
Voice-overs (as in movies) --Staffan Björk (talk) 11:45, 1 July 2014 (CEST)
Maps (2d-projections, game board that one moves on, links to Game World Exploration, Installations, Bases, Resource Locations, Location-Fixed Abilities, Territories, Quick Travel, Secondary Interface Screens, Mini-maps , Fog of War, Game World Exploration, Game World Navigation) --Staffan Björk (talk) 12:17, 3 July 2014 (CEST)
Disabilities (not having abilities others do) --Staffan Björk (talk) 13:32, 3 July 2014 (CEST)
Scapegoats (players blamed for things, a lost pattern) --Staffan Björk (talk) 12:14, 9 July 2014 (CEST)
Unmediated Social Interaction (somehow lost, many patterns relating to it) --Staffan Björk (talk) 18:39, 14 July 2014 (CEST)
Bleed (LARP, duh) --Staffan Björk (talk) 18:53, 17 July 2014 (CEST)
Glitch Usage (not easy to design for but...) --Staffan Björk (talk) 22:49, 17 July 2014 (CEST)
Secret Communication (hidden communication channels mostly) --Staffan Björk (talk) 12:33, 28 July 2014 (CEST)
Emotional Engrossment (lost somehow?) --Staffan Björk (talk) 18:00, 28 July 2014 (CEST)
Voice Channels? --Staffan Björk (talk) 21:45, 20 January 2015 (CET) Context Dependent Actions (from working with Context Dependent Reactions, see also http://www.giantbomb.com/context-sensitive/3015-190/)
Aftercare (from nordic larps) --Staffan Björk (talk) 19:52, 6 September 2014 (CEST)
Slow Landing (from nordic larps) --Staffan Björk (talk) 19:52, 6 September 2014 (CEST)
Cheat Sheets (duh) --Staffan Björk (talk) 20:08, 12 September 2014 (CEST)
Highlighting (from jonas paper) --Staffan Björk (talk) 09:19, 22 September 2014 (CEST)
Energy (resources that fuel actions) --Staffan Björk (talk) 09:42, 7 October 2014 (CEST)
Real-Time Performance (link to Player Unpredictability, Uncertainty of Outcome, Enactment, Roleplaying, etc.) --Staffan Björk (talk) 15:53, 3 January 2015 (CET)
Player Reading (link to Player Unpredictability , Bluffing, Negotiation, Enactment) --Staffan Björk (talk) 18:59, 8 January 2015 (CET)
Theorycrafting --Staffan Björk (talk) 00:27, 16 January 2015 (CET)
Possibility of Own Goals --Staffan Björk (talk) 15:33, 16 January 2015 (CET)
Comeback Mechanisms (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to Balancing Effects) --Staffan Björk (talk) 15:43, 16 January 2015 (CET)
Please Don't Quit (see http://www.giantbomb.com/please-dont-quit/3015-6507/games/) --Staffan Björk (talk) 15:43, 16 January 2015 (CET)
Permabanning (duh) --Staffan Björk (talk) 15:48, 16 January 2015 (CET)
Income (duh) --Staffan Björk (talk) 15:03, 18 January 2015 (CET)
Gamer Mode (Anders' PhD thesis, aesthetic pattern, relate to various types of Engrossment, Roleplaying) --Staffan Björk (talk) 09:25, 23 January 2015 (CET)
Automated Movement (a la Wastelands 2, gives Downtime) --Staffan Björk (talk) 22:04, 1 February 2015 (CET)
Serendipitous Finds (relate to Game World Exploration, Dialogues, finding things while doing other things) --Staffan Björk (talk) 11:39, 4 February 2015 (CET)
Espionage (?, relate to Gain Information, Stealth) --Staffan Björk (talk) 15:29, 4 February 2015 (CET)
Impassible Terrain (duh, relate to Inaccessible Areas) --Staffan Björk (talk) 11:14, 8 February 2015 (CET)
Privileged Units (to tie Privileged Abilities to Units, civ with factions) --Staffan Björk (talk) 14:16, 9 February 2015 (CET)
Privileged Facilities (to tie Privileged Abilities to Units, civ with factions) --Staffan Björk (talk) 14:16, 9 February 2015 (CET)
Privileged Factions (to tie Privileged Abilities to Units, civ with factions) --Staffan Björk (talk) 14:16, 9 February 2015 (CET)
Maintenance Costs (link to Negative Feedback Loops) --Staffan Björk (talk) 14:58, 9 February 2015 (CET)
Reward Schemes (mappings of goals to rewards, e.g. tech trees, extra lives, even high score lists) --Staffan Björk (talk) 15:44, 9 February 2015 (CET)
Facilities (duh, building in civ e.g.) --Staffan Björk (talk) 16:07, 9 February 2015 (CET)
Diplomacy System (rules for diplomatic states) --Staffan Björk (talk) 09:52, 11 February 2015 (CET)
Tutorial System (duh, link to Quests through e.g. Civilization: Beyond Earth) --Staffan Björk (talk) 11:41, 11 February 2015 (CET)
Money Transformation Flow (from Johanna and Steven's master thesis; money in, money out) --Staffan Björk (talk) 20:10, 5 June 2015 (CEST)
Landscaping (found in Props pattern...) --Staffan Björk (talk) 12:30, 1 July 2015 (CEST)
Voice-overs (as in movies...) --Staffan Björk (talk) 23:05, 4 July 2015 (CEST)
Player Judges (as in Apples to Apples, Cards against Humanity, or Rappakalja) --Staffan Björk (talk) 07:17, 30 July 2015 (CEST)
Penalty Boxes (as per Ice Hockey) --Staffan Björk (talk) 09:35, 31 July 2015 (CEST)
Collectibles (different from Collections) --Staffan Björk (talk) 10:01, 3 September 2015 (CEST)
Resource-Gatherers (from this --Staffan Björk (talk) 10:16, 1 October 2015 (CEST)
Game State Editing (link to Save Files, cheating, Game Masters, Game Command Console, Extra-Game Actions) --Staffan Björk (talk) 13:25, 28 October 2015 (CET)
Multiple Social Circles (larps) --Staffan Björk (talk) 10:39, 10 November 2015 (CET)
Stepwise Elimination Scoring (Lords of Xidit) --Staffan Björk (talk) 10:39, 10 November 2015 (CET)
Game Command Console (typically for entering cheat codes etc., allows for playful interaction a la Free Game Element Manipulation) --Staffan Björk (talk) 11:19, 10 November 2015 (CET)
Playful Interaction (free play, link to Free Game Element Manipulation and Game Command Console) --Staffan Björk (talk) 11:21, 10 November 2015 (CET)
Winning by Elimination (basically Player Elimination applied to winning the game, link to Eliminate) --Staffan Björk (talk) 11:41, 15 December 2015 (CET)
Distractor Targets (aim assist for "wrong targets"; thanks to #104)
Playable Epilogue (thanks to #121)
Screen Splatter (see Giantbomb; damage in FPS, also ink in Mario Kart) --Staffan Björk (talk) 13:54, 19 July 2016 (UTC)
Templates (as used in GURPS) --Staffan Björk (talk) 08:01, 11 August 2016 (UTC)
Scouting (dynamic, from writing Laning) --Staffan Björk (talk) 12:42, 1 September 2016 (UTC)
Procedurally Generated Game Areas (duh) --16:18, 2 September 2016 (UTC)
Runaway Leader (close to Predictable Winner --08:29, 4 September 2016 (UTC)
Predictable Gameplay Time (how long it takes to play the game, relate to Time Limited Game Instances and positive and Negative Feedback Loops) --Staffan Björk (talk) 08:54, 4 September 2016 (UTC)
Quantum Ogre (search google; always shows up - related to the Gamma World design solution I can't find) Staffan Björk (talk) 16:53, 7 November 2017 (UTC)
Potentially too specific patterns (mainly from GiantBomb)
Adjustable Character Level (see http://www.giantbomb.com/adjustable-character-level/3015-3576/)
Camera Following Projectiles
Reticule Magnetism
Bullet Magnetism
Lock-on
Dynamic split-screen
Camera Shift
Boffer Combat (then also Ars Armandi etc.)