Category:Needs references
From gdp3
These are patterns which do not have many external references in them describing the phenomena they represent.
Pages in category "Needs references"
The following 200 pages are in this category, out of 581 total.
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- Gain Competence
- Gain Information
- Gain Ownership
- Galleries
- Game Boards
- Game Element Insertion
- Game Element Trading
- Game Instance Stories
- Game Items
- Game Lobbies
- Game Masters
- Game Over
- Game Pauses
- Game Servers
- Game State Indicators
- Game State Overviews
- Game System Player
- Game Termination Penalties
- Game Time Manipulation
- Game World Navigation
- Game Worlds
- Gameplay Engines
- Gameplay Mastery
- Gameplay Statistics
- Gamer Mode
- Generic Adversaries
- Geometric Progression
- Ghosts
- Global High Score Lists
- Goal Hierarchies
- Goal Indicators
- Goal-Driven Personal Development
- God Fingers
- God Views
- Gossip
- Grinding
- Guard
- Guilting
H
I
- Illusion of Open Space
- Illusionary Rewards
- Improved Abilities
- Inaccessible Areas
- Incompatible Goals
- Increasing Rewards
- Individual Penalties
- Individual Rewards
- Initiative
- Interferable Goals
- Internal Rivalry
- Interruptibility
- Interruptible Actions
- Inventories
- Investments
- Invisible Walls
- Invites
- Invulnerabilities
- Irreversible Events
L
M
- MacGuffins
- Main Goals
- Main Quests
- Mandatory Goals
- Maneuvering
- Massively Multiplayer Online Games
- Mediated Gameplay
- Memorabilia
- Memorizing
- Memory of Important Events
- Meta Games
- Meta Servers
- Meta-Postures
- Middlegame
- Mimetic Interfaces
- Mini-maps
- Minigames
- Misfortune Mitigation
- Moveable Tiles
- Movement
- Movement Limitations
- Mules
- Multiplayer Games
- Mutual FUBAR Enjoyment
- Mutual Goals
N
- Naming
- Narration Structures
- Near Miss Indicators
- Negative Feedback Loops
- Negotiable Game Instance Duration
- Negotiable Game Sessions
- Negotiable Play Sessions
- Neighbors
- New Abilities
- No-Ops
- No-Use Bonus
- Non-Consistent Narration
- Non-Diegetic Communication
- Non-Diegetic Features
- Non-Localized Resources
- Non-Player Help
- Non-Renewable Resources
O
P
- Parallel Lives
- Parties
- Password Save Files
- Pay to Play
- Penalties
- Performance Uncertainty
- Persistent Game World Changes
- Persistent Game Worlds
- Perspective Taking
- Phasing
- Physical Enactment
- Physical Navigation
- Pick-Ups
- Picture-in-Picture Views
- Player Agency
- Player Aids
- Player Anonymity
- Player Augmentations
- Player Balance
- Player Characters
- Player Created Game Elements
- Player Elimination
- Player Killing
- Player Physical Prowess
- Player Unpredictability
- Player-Artifact Proximity
- Player-Avatar Proximity
- Player-Created Characters
- Player-Defined Goals
- Player-Location Proximity
- Player-Planned Development
- Player-Player Proximity
- Player/Character Awareness Consistency
- Player/Character Skill Composites
- Player/System Action Composites
- Playing to Lose
- Point of Interest Indicators
- Polyathlons
- Positive Feedback Loops
- Possibility of Anonymity
- Possibility of Graceful Surrender
- Power-Ups
- Pre-Customized Decks
- Predefined Goals
- Predetermined Story Structures
- Predictable Consequences
- Predictable Winner
- Preventing Goals
- Private Game Spaces
- Privileged Abilities
- Privileged Movement
- Procedurally Generated Game Worlds
- Progress Indicators
- Prompting Techniques