Difference between revisions of "Category:Patterns"

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(Sub-categories of Patterns)
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See [[:Category:Marked for possible deletion|Marked for possible deletion]] for those patterns that have been identified as problematic.
 
See [[:Category:Marked for possible deletion|Marked for possible deletion]] for those patterns that have been identified as problematic.
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Some game research areas have been explored through patterns and the patterns identified there can be seen as yet other categories of patterns. Specifically, research has been done on [[:Category:Character Patterns|Characters]] and [[[[:Category:Dialogue Patterns|Dialogues]].

Revision as of 09:41, 27 May 2010

This is one of the main categories on the wiki, which lists all gameplay design patterns. If the collection doesn't seem to be extensive, it's because we haven't put in all our old patterns. We will be doing this piecewise as we rewrite them. See the Pattern Suggestion List for all the old patterns and suggestions for ones that should be created.

For those looking for a working definition of a gameplay design pattern, here is a suggestion: Something is a gameplay design pattern if it could be used deliberately by a designer to influence gameplay. For links to how to work with developing the wiki, see the main page.

Sub-categories of Patterns

Several different types of pattern categories have been identified. Examples include Meta Patterns which describe how gameplay can be created on top of games, Negative Patterns which typically are seen as unwanted in games, and Speculative Patterns which have been identified through triangulation or inversion rather than from specific game examples. Subjective Patterns are those that rely heavily on players' subjective impressions.

Some patterns are closely related to other design disciplines, including Diegetic Patterns, Diegetic Patterns, and Narration Patterns. Others are closely related to technologies, e.g. Agent Patterns and Dialogue Patterns.

Patterns can be mapped onto the MDA Framework, meaning that a pattern can either be Mechanic, Dynamic, or Aesthetic. Game Element Patterns can be considered a subcategory of Mechanic Patterns, as can Level Design Patterns.

See Patterns created on the Wiki for the new patterns.

See Marked for possible deletion for those patterns that have been identified as problematic.

Some game research areas have been explored through patterns and the patterns identified there can be seen as yet other categories of patterns. Specifically, research has been done on Characters and [[Dialogues.

Pages in category "Patterns"

The following 200 pages are in this category, out of 623 total.

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