Difference between revisions of "Category:Negative Patterns"

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[[Category:Subjective Patterns]]
 
 
These are patterns which typically designers try to avoid in games, or at least try to limit their extent. However, they can be desirable in certain situations and in certain doses. While other pattern collection often refer to these as ''anti-patterns'', this is not done here since they many work for specific overall design goals and they are patterns. Many [[:Category:Negative Patterns|Negative Patterns]] can be considered [[:Category:Subjective Patterns|Subjective Patterns]] because their effects are subjectively experienced while other, e.g. [[Player Elimination]] objectively can be identified in games regardless of players' experiences.
 
These are patterns which typically designers try to avoid in games, or at least try to limit their extent. However, they can be desirable in certain situations and in certain doses. While other pattern collection often refer to these as ''anti-patterns'', this is not done here since they many work for specific overall design goals and they are patterns. Many [[:Category:Negative Patterns|Negative Patterns]] can be considered [[:Category:Subjective Patterns|Subjective Patterns]] because their effects are subjectively experienced while other, e.g. [[Player Elimination]] objectively can be identified in games regardless of players' experiences.
  
 
For all patterns, see the complete list of [[:Category:Patterns|patterns]].
 
For all patterns, see the complete list of [[:Category:Patterns|patterns]].

Revision as of 15:11, 7 January 2013

These are patterns which typically designers try to avoid in games, or at least try to limit their extent. However, they can be desirable in certain situations and in certain doses. While other pattern collection often refer to these as anti-patterns, this is not done here since they many work for specific overall design goals and they are patterns. Many Negative Patterns can be considered Subjective Patterns because their effects are subjectively experienced while other, e.g. Player Elimination objectively can be identified in games regardless of players' experiences.

For all patterns, see the complete list of patterns.