Difference between revisions of "Category:Staffan's current workpage"

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Just a simple category to help keep track of which page [[User:Staffan Björk|Staffan Björk]] is working on.
 
Just a simple category to help keep track of which page [[User:Staffan Björk|Staffan Björk]] is working on.
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[[Gameplay Design Patterns DiGRA 2022 Workshop]]
  
 
== Timed ToDos ==
 
== Timed ToDos ==
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=== In autumn 2020 ===
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* Check the master thesis "The Reform Journey Framework: Outlining Collaboration in Gameplay" by Erik Bennerhed & Anders Sivertsen
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=== After DiGRA 2019 ===
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* check ultimate, imperative, and contingent goals (as tags perhaps?)
  
 
=== After CHI PLAY 2014 ===
 
=== After CHI PLAY 2014 ===
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== ToDos ==
 
== ToDos ==
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* Check Wood, M. (2022, 18 august). How Celeste's "Coyote Time" Mechanic Elevates the Platforming Experience. Gamerant.
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* Consider splitting [[Steadily Decreasing Resources]] into one that guarantees depletion and one that doesn't.
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* Check Windleharth & Lee (2020) "Taxonomies for Transactions and User Engagement in Mobile Games" for patterns
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* Add Red Rising to [[Entrenching Gameplay]]
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* Connect HUD Interfaces with Mini-Maps
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* Add link to PhD about Voice Interfaces: Fraser Allison (and CHI Play 2018 paper)
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* Consider patterns categories: co-op, communication
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* Add [[Hanabi]] and [[The Mind]] to [[Communication Channels]]
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* Zugzwang
 
* Dark patterns as tag (also check assignment #5 in Introduction to Game Research course 2018.  
 
* Dark patterns as tag (also check assignment #5 in Introduction to Game Research course 2018.  
 
* Check Rewards paper from Introduction to Game Research course.
 
* Check Rewards paper from Introduction to Game Research course.
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* Find text from LeBlanc about feedback loops in games for those patterns
 
* Find text from LeBlanc about feedback loops in games for those patterns
 
* Work in additional examples to time-handling from the Wikpedia [http://en.wikipedia.org/wiki/Time-keeping_systems_in_games entry]
 
* Work in additional examples to time-handling from the Wikpedia [http://en.wikipedia.org/wiki/Time-keeping_systems_in_games entry]
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* Starving (denying resources) 10:06, 13 November 2020 (UTC)
  
 
=== for [[Grinding]] (via Christian Klinton) ===
 
=== for [[Grinding]] (via Christian Klinton) ===

Latest revision as of 09:20, 18 January 2023

Just a simple category to help keep track of which page Staffan Björk is working on.

Gameplay Design Patterns DiGRA 2022 Workshop

Timed ToDos

In autumn 2020

  • Check the master thesis "The Reform Journey Framework: Outlining Collaboration in Gameplay" by Erik Bennerhed & Anders Sivertsen

After DiGRA 2019

  • check ultimate, imperative, and contingent goals (as tags perhaps?)

After CHI PLAY 2014

  • check CHI PLAY 2014 paper on categories of communication

After CHI 2015

  • Check for papers on Voice as Design Resource

ToDos

for Grinding (via Christian Klinton)

for Levels

  • Dormans work on action-adventure games
  • Milam and Seif El Nasr
  • reference to Larsen's design patterns

Potential patterns

-

Tools

Gameplay Design Pattern Template, Shortened

tyda.se

wikipedia

Subcategories

This category has only the following subcategory.