Category:Patterns created on the Wiki
From gdp3
Revision as of 15:25, 22 February 2010 by Staffan Björk (Talk | contribs) (Created page with 'Patterns that were created on the wiki, i.e. not revised versions of patterns described elsewhere.')
Patterns that were created on the wiki, i.e. not revised versions of patterns described elsewhere.
Pages in category "Patterns created on the Wiki"
The following 200 pages are in this category, out of 365 total.
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- Abilities
- Abstract Player Construct Development
- Abstract Player Constructs
- Access Rewards
- Achievements
- Action Caps
- Actor Detachment
- Adventures
- AI Players
- Alien Space Bats
- Alternate Reality Gameplay
- Altruistic Actions
- Always Vulnerable
- Ammunition
- Anonymous Actions
- Arenas
- Armor
- Artifact-Location Proximity
- Asymmetric Gameplay
- Asymmetric Resource Distribution
- Asymmetric Starting Conditions
- Asynchronous Collaborative Actions
- Attention Demanding Gameplay
- Auto-Aim
- Automated Responses
- Auxiliary Game Screens
B
C
- Campaigns
- Card Building
- Casual Gameplay
- Challenging Gameplay
- Character Alignments
- Character Levels
- Characteristics
- Chargers
- Chat Channels
- Choke Points
- Clickability
- Coaches
- Collectible Card Games
- Collecting
- Collections
- Companion Quests
- Companions
- Complete Resource Depletion
- Conditional Passageways
- Configurable Gameplay Areas
- Construction/Scoring Phase Shift
- Consumers
- Containers
- Contextualization
- Converters
- Cooldown
- Cosmetic Game Items
- Coupled Games
- Crafting
- Critical Failures
- Critical Gameplay Design
- Critical Hits
- Critical Misses
- Critical Results
- Critical Successes
- Crosshairs
- Crossmedia Gameplay
- Current Player Tokens
- Cycle Deck Engines
D
E
- Early Leaving Players
- Emotes
- Encouraged Return Visits
- End State Scoring
- Endgame
- Endgame Quests
- Energy Penalties
- Enforced Player Anonymity
- Entitled Players
- Entrenching Gameplay
- Environmental Effects
- Environmental Storytelling
- Ephemeral Events
- Equipment
- Equipment Slots
- Events Timed to the Real World
- Ever Increasing Difficulty
- Evolving Rule Sets
- Excise
- Expansion
- Explicit Random Seeds
- Exploitation
- Extermination
- Extra Chances
- Extra Turns
- Extra-Game Broadcasting
F
- Facilitating Rewards
- Fake Game Cancellations
- Fake Game Overs
- Feelies
- Feigned Die Rolls
- Finale Levels
- First Player Advantages
- First Player Tokens
- Fixed Distributions
- Flanking Routes
- Flip-Flop Events
- Framed Freedom
- Free Game Element Manipulation
- Free Gift Inventories
- Friend Lists
- Fudged Results
- Functional Roles
- Further Player Improvement Potential
G
- Galleries
- Game Boards
- Game Element Insertion
- Game Element Trading
- Game Instance Stories
- Game Items
- Game Lobbies
- Game Over
- Game Servers
- Game System Player
- Game Termination Penalties
- Gameplay Engines
- Gameplay Statistics
- Gamer Mode
- Generic Adversaries
- Geospatial Game Widgets
- Global High Score Lists
- Goal Achievements
- Grind Achievements
- Grinding
- Guilting
H
I
L
M
- MacGuffins
- Main Goals
- Main Quests
- Mandatory Goals
- Massively Multiplayer Online Games
- Massively Single-Player Online Games
- Mediated Gameplay
- Melodramatic Structures
- Meta Servers
- Meta-Postures
- Meta-Techniques
- Middlegame
- Mimetic Interfaces
- Mini-maps
- Minigames
- Minimalized Social Weight
- Misfortune Mitigation