Category:Needs revision
From gdp3
This are patterns that one person has thought doesn't miss anything (except maybe game examples). When another person has gone through the pattern the page can be removed from the category.
Pages in category "Needs revision"
The following 200 pages are in this category, out of 616 total.
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G
- 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 Exploration
- Game World Navigation
- Game Worlds
- Gameplay Engines
- Gameplay Mastery
- Gameplay Statistics
- Gamer Mode
- Generic Adversaries
- Geometric Progression
- Geospatial Game Widgets
- Ghosts
- Global High Score Lists
- Goal Achievements
- Goal Hierarchies
- Goal Indicators
- God Fingers
- God Views
- Gossip
- Grind Achievements
- Grinding
- Guard
- Guilting
H
I
- Illusion of Open Space
- Illusionary Rewards
- Improved Abilities
- Inaccessible Areas
- Incompatible Goals
- Increasing Rewards
- Individual Penalties
- Individual Rewards
- Information Passing
- Installations
- Instances
- Interferable Goals
- Internal Conflicts
- Internal Rivalry
- Interruptibility
- Inventories
- Investments
- Invisible Walls
- Invites
- Invulnerabilities
- Irreversible Events
L
M
- MacGuffins
- Main Goals
- Main Quests
- Mandatory Goals
- Maneuvering
- Massively Multiplayer Online Games
- Massively Single-Player Online Games
- Mediated Gameplay
- Melodramatic Structures
- Memorabilia
- Memorizing
- Memory of Important Events
- Meta Games
- Meta Servers
- Meta-Postures
- Meta-Techniques
- Middlegame
- Mimetic Interfaces
- Mini-maps
- Minigames
- Minimalized Social Weight
- Misfortune Mitigation
- Moveable Tiles
- Movement
- Movement Limitations
- 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
- Ninja Looting
- No Direct Player Influence
- No-Ops
- No-Use Bonus
- Non-Consistent Narration
- Non-Diegetic Communication
- Non-Diegetic Features
- Non-Localized Resources
- Non-Player Characters
- Non-Player Help
- Non-Renewable Resources
O
P
- Parallel Lives
- Parties
- Password Save Files
- Pay to Play
- Penalties
- Performance Uncertainty
- Permadeath
- Persistent Game World Changes
- Persistent Game Worlds
- Perspective Taking
- Pervasive Gameplay
- 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 Kicking
- Player Killing
- Player Physical Prowess
- Player Unpredictability
- Player-Artifact Proximity
- Player-Avatar Proximity
- Player-Created Characters
- Player-Defined Goals