Difference between revisions of "Pattern Suggestion List"

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For patterns that have partly or fully been inserted into the wiki, see the [[:Category:Patterns|category of patterns]]. See also [[Renamed Patterns]].
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Note: not all these patterns should necessary be made...  
 
Note: not all these patterns should necessary be made...  
  
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Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to
 
Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to
  
Note: the totally new patterns at the bottom of the page should be left even after they are create to make it easier for us to identify them.
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== Patterns ==
 +
=== From the cd-rom ===
 +
[[Alliances]]
  
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.
+
[[Alternative Realities]]
  
== Patterns ==
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[[Anticipation]]
  
=== From the cd-rom ===
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[[Asymmetric Goals]]
Ability Losses
+
  
Achilles' Heels
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[[Asymmetric Information]]
  
[[Substitutional Algorithmic Agents]] ( <- Agents has a new meaning)
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[[Asymmetric Resource Distribution]]
  
Aim & Shoot
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[[Asynchronous Games]]
  
Alignment
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[[Attention Swapping]]
  
Alliances
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[[Betting]]
  
Alternative Reality
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[[Bidding]]
  
Anticipation
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[[Bluffing]]
  
Area Control
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[[Closed Economies]]
  
[[Arithmetic Progression]] ( <- Arithmetic Rewards for Investments)
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[[Closure Points]]
  
Asymmetric Abilities
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[[Cognitive Engrossment]] (<- Cognitive Immersion )
  
Asymmetric Goals
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[[Collecting]]
  
Asymmetric Information
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[[Collections]] (<- Collection )
  
Asymmetric Resource Distribution
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[[Committed Goals]]
  
Asynchronous Games
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[[Competitions]] ( <- Competition )
  
Attention Swapping
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[[Conceal]]
  
Balancing Effects
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[[Configuration]]
  
Betrayal
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[[Conflicts]] ( <- Conflict )
  
Betting
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[[Connection]]
  
Bidding
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[[Constructive Gameplay]] ( <- Constructive Play )
  
Bluffing
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[[Consumers]]
  
Book-Keeping Tokens
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[[Contact]]
  
Boss Monsters
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[[Containers]]
  
Budgeted Action Points
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[[Continuous Goals]]
  
[[Switches]] (<-Buttons)
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[[Converters]]
  
Cameras
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[[Creative Control]]
  
Camping
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[[Deliver]] (<- Delivery)
  
Capture
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[[Dexterity-Based Actions]]
  
Card Hands
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[[Dice]]
  
Cards
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[[Diminishing Returns]]
  
Character Development
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[[Direct Information]]
  
Characters
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[[Disruption of Focused Attention]]
  
Chargers
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[[Downtime]]
  
Closed Economies
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[[Temporary Alliances]] <- (Dynamic Alliances)
  
Closure Points
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[[Dynamic Goal Characteristics]]
  
Clues
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[[Easter Eggs]]
  
Cognitive Immersion
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[[Eliminate]]
  
Collaborative Actions
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[[Empowerment]] - should be related to Illusion of Influence
  
Collecting
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[[Enclosure]]
  
Collection
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[[Evade]]
  
Combat
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[[Excluding Goals]]
  
Combos
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[[Extra-Game Actions]]
  
Committed Goals
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[[Extra-Game Information]]
  
Communication Channels
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[[Fog of War]]
  
Competence Areas
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[[Gain Information]]
  
Competition
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[[Gain Ownership]]
  
Conceal
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[[Game Mastery]]
  
Configuration
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[[Game Pauses]]
  
Conflict
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[[Game State Overviews]] ( <- Game State Overview )
  
Connection
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[[Ghosts]]
  
Consistent Reality Logic
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[[Goal Indicators]]
  
Construction
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[[Check Points]] <- Goal Points
  
Constructive Play
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[[Guard]]
  
Consumers
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[[Herding]] <- Herd (check for links to Herd)
  
Contact
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[[Goal Hierarchies]] ( <- Hierarchy of Goals )
  
Container
+
[[Hovering Closures]]
  
Continuous Goals
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[[Identification]]
  
Controllers
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[[Illusionary Rewards]]
  
Converters
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[[Engrossment]] ( <- Immersion)
  
Cooperation
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[[Imperfect Information]]
  
Creative Control
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[[Incompatible Goals]]
  
Cut Scenes
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[[Indirect Control]]
  
Damage
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[[Indirect Information]]
  
[[Traps]] (<- Deadly Traps)
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[[Individual Penalties]]
  
Decreased Abilities
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[[Individual Rewards]]
  
Dedicated Game Facilitators
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[[Interferable Goals]]
  
Delayed Effects
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[[Investments]]
  
Delayed Reciprocity
+
[[King of the Hill]]
  
Delivery
+
[[Last Man Standing]]
  
Dexterity-Based Actions
+
[[Leaps of Faith]]
  
Dice
+
[[Limited Foresight]]
  
Diminishing Returns
+
[[Limited Planning Ability]]
  
Direct Information
+
[[Limited Resources]]
  
Discard Piles
+
[[Limited Set of Actions]]
  
Disruption of Focused Attention
+
[[Meta Games]]
  
Downtime
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[[Mutual Goals]]
  
Drawing Stacks
+
[[Near Miss Indicators]]
  
Dynamic Alliances
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[[Negotiation]]
  
Dynamic Goal Characteristics
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[[Never Ending Stories]]
  
Early Elimination
+
[[Non-Renewable Resources]]
  
Easter Eggs
+
[[Optional Goals]]
  
Eliminate
+
[[Outcome Indicators]]
  
Emotional Immersion
+
[[Overcome]]
  
Empowerment - should be related to Illusion of Influence
+
[[Ownership]]
  
Enclosure
+
[[Rock-Paper-Scissors]] (<- Paper-Rock-Scissors)
  
Enemies
+
[[Penalties]]
  
Ephemeral Goals
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[[Perceivable Margins]]
  
Evade
+
[[Perfect Information]]
  
Excluding Goals
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[[Player Balance]]
  
Experimenting
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[[Player Defined Goals]]
  
Exploration
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[[Player-Decided Distributions]] (<- Player-Decided Distribution of Rewards & Penalties)
  
Extended Actions
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[[Player-Decided Results]]
  
Extra-Game Actions
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[[Predefined Goals]]
  
Extra-Game Consequences
+
[[Preventing Goals]]
  
Extra-Game Information
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[[Production-Consumption Flows]] ( <- Producer-Consumer )
  
First-Person Views
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[[Producers]]
  
Focus Loci
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[[Progress Indicators]] ("Progress" announced for quests in Ravenwood Fair)
  
Fog of War
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[[Public Information]]
  
Freedom of Choice
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[[Quick Games]]
  
Gain Competence
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[[Reconnaissance]]
  
Gain Information
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[[Red Queen Dilemmas]]
  
Gain Ownership
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[[Renewable Resources]]
  
Game Masters
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[[Rescue]]
  
Game Mastery
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[[Resource Generators]] (tangible game elements now; and break out [[Generators]])
  
Game Pauses
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[[Resource Locations]]
  
Game State Overview
+
[[Resource Management]]
  
Game World
+
[[Resources]]
  
Game World Navigation
+
[[Reversibility]] ( <- Reversability)
  
Games within Games
+
[[Rewards]] (don't forget to link to [[Achievements]]
  
[[Geometric Progression]] ( <- Geometric Rewards for Investments)
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[[Complex Gameplay]](<- Right Level of Complexity - same reasoning as below)
  
Ghosts
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[[Risk/Reward]]
  
Goal Indicators
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[[Role Reversal]]
  
Goal Points
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[[Save Points]]
  
God Views
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[[Save-Load Cycles]] (add NPC party spoof from Baldur's gate expansion Throne of Bhaal)
  
God's Finger
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[[Scores]] <- Score (several pattern link to Score right now...)
  
Guard
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[[Secret Alliances]]
  
Handicaps
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[[Secret Resources]]
  
Handles
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[[Selectable Set of Goals]] (<- Selectable Sets of Goals)
  
Helpers
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[[Sensory-Motoric Engrossment]] ( <- Sensory-Motoric Immersion )
  
Herd
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[[Shared Penalties]]
  
Hierarchy of Goals
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[[Shared Resources]]
  
Hovering Closures
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[[Shared Rewards]]
  
Identification
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[[Smooth Learning Curves]]
  
[[Exaggerated Perception of Influence]] <- Perception of Influence  - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
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[[Social Interaction]]
  
Illusionary Rewards
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[[Social Organizations]]
  
Immersion
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[[Spatial Engrossment]] ( <- Spatial Immersion )
  
Imperfect Information
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[[Spectators]]
  
Improved Abilities
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[[Stealth]]
  
Inaccessible Areas
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[[Storytelling]]
  
Incompatible Goals
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[[Supporting Goals]]
  
Indirect Control
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[[Surprises]]
  
Indirect Information
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[[Survive]]
  
Individual Penalties
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[[Symmetric Goals]]
  
Individual Rewards
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[[Symmetric Information]]
  
Interferable Goals
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[[Symmetric Resource Distribution]]
  
Interruptible Actions
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[[Symmetry]]
  
Investments
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[[Synchronous Games]]
  
Invisible Walls
+
[[Team Balance]]
  
King of the Hill
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[[Team Development]]
  
Last Man Standing
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[[Team Elimination]]
  
Leaps of Faith
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[[Teams]] ( <- Team Play ) (including clans)
  
Levels
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[[The Show Must Go On]]
  
Limited Foresight
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[[Tick-Based Games]] (not that ticks can exist in real-time games)
  
Limited Planning Ability
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[[Tiebreakers]]
  
Limited Resources
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[[Tied Results]]
  
Limited Set of Actions
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[[Timing]]
  
Lives
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[[Tournaments]]
  
Luck
+
[[Trade-Offs]] (<- Tradeoffs )
  
Maneuvering
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[[Trading]]
  
Memorizing
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[[Trans-Game Information]]
  
Meta Games
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[[Transfer of Control]]
  
Moveable Tiles
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[[Ultra-Powerful Events]]
  
Movement
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[[Uncertainty of Information]]
  
Movement Limitations
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[[Uncommitted Alliances]]
  
Mule
+
[[Unknown Goals]]
  
Multiplayer Games
+
[[Varied Gameplay]]
  
Mutual Goals
+
=== Left-overs from the book ===
 +
(find the excel file for this)
  
Narrative Structures
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=== New from various sources ===
 +
==== IPerG: D5.8 ====
 +
[[Communication Channels]]
  
Near Miss Indicators
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Memorabilia
  
Negotiation
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[[Mediated Gameplay]] (where the medium affects the gameplay) <- [[Unmediated Social Interaction]]
  
Never Ending Stories
+
[[Chat Forums]]
  
New Abilities
+
Coupled Games
  
No-Ops
+
Social Rewards
  
Non-Renewable Resources
+
Configurable Gameplay Area
  
Obstacles
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[[Interruptibility]] <- Interruptability (because it's spelled so...)
  
Optional Goals
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[[Game Element Trading]]
  
Orthogonal Unit Differentiation
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1.14 Hybrid Spaces
  
Outcome Indicators
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1.15 Social Skills
  
Outstanding Features
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1.16 Real Life Activities Affect Game State
  
Overcome
+
Asynchronous Collaborative Actions
  
Ownership
+
[[Negotiable Play Sessions]]
  
Paper-Rock-Scissors
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1.21 Negotiable Game Sessions
  
Parallel Lives
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[[Negotiable Game Instance Duration]]
  
Penalties
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1.23 Negotiable Game Time
  
Perceivable Margins
+
[[Activity Blending]]
  
[[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?)
+
[[Social Roles]] ( <- Selectable Social Roles )
  
Perfect Information
+
==== NPC design with Petri ====
 +
Visual Body Damage
  
Persistent Game Worlds
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Dissectible Bodies
  
Pick-Ups
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==== Social NPC design with Petri ====
 +
Binding Promises
  
Planned Character Development
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Brokering
  
Player Balance
+
Competing for Attention
  
Player Constructed Worlds
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[[Context Dependent Reactions]] ( <- Context Dependent Reaction)
  
Player Decided Results
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Eavesdropping
  
Player Defined Goals
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Either You are with Me or against Me
  
Player Elimination
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False Accusations
  
Player Killing
+
Favors (<- Favor )
  
Player-Decided Distribution of Rewards & Penalties
+
Gain Allies
  
Polyathlons
+
Guide and Protect
  
Power-Ups
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[[Hierarchical Factions]] <- Hierarchical Fraction
  
Predefined Goals
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Linked Destinies
  
Predictable Consequences
+
Maintaining Lies
  
Preventing Goals
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Match-Making
  
Privileged Abilities
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Memory of Important Events
  
Privileged Movement
+
My Enemy’s Enemy is my Friend
  
Producer-Consumer
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Others fortune affects own Mood
  
Producers
+
Outcast
  
Progress Indicators
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Outspoken Support
  
Public Information
+
Requesting Support
  
Puzzle Solving
+
Social Gatekeeper
  
Quick Games
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[[Diegetic Social Maintenance]] <- Social Maintenance
  
[[Races]] <- Race
+
[[Diegetic Social Norms]] <- Social Norm
  
Reconfigurable Game World
+
[[Traitors]] <- Traitor
  
Reconnaissance
+
==== Dialogue design with Jenny ====
 +
Incremental Dialogue Processing
  
Red Herrings
+
Chunk-based Dialogue Processing
  
Red Queen Dilemmas
+
Single-Initiative Dialogues
  
Renewable Resources
+
Mixed Initiative Dialogues
  
Replayability
+
Basic Input Feedback
  
Rescue
+
Barge-In
  
Resource Generators
+
Canned Text Responses
  
Resource Locations
+
[[Thematically Consistent Dialogues]] (<- Diegetically Consistent Dialogue)
  
Resource Management
+
[[Context Dependent Dialogues]] ( <- Context Dependent Dialogue )
  
Resources
+
[[Gameplay Integrated Conversation]] ( <- Gameplay Integrated Conversation)
  
Reversability
+
[[Illocutionary Interfaces]] ( <- Illocutionary Interface )
  
Rewards
+
[[Location-Specific Dialogues]] ( <- Location-Specific Dialogues)
  
Rhythm-Based Actions
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[[Character-Specific Dialogues]] ( <- Character-Specific Dialogue )
  
Right Level of Complexity
+
Colloquial Mastery
  
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
+
Delicate Phrasing
  
[[Casual Gameplay]] (from changing Right Level of Difficulty)
+
==== MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson) ====
 +
Loot Rights
  
Risk/Reward
+
Carryables
  
Role Reversal
+
Useables
  
Roleplaying
+
Noticeables
  
Safe Havens
+
Creatables
  
Save Points
+
Stackables
  
Save-Load Cycles
+
Disposables
  
Score
+
Enterables/Mountables
  
Secret Alliances
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====== Suggested ======
 +
Stealables
  
Secret Resources
+
Dropables/Placables
  
Selectable Sets of Goals
+
Social Status Symbols
  
Self-Facilitated Games
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==== Pervasive games with Johan Peitz ====
 +
[[Connected Games]] (from Johan's master thesis; Chao Adventure 1 + 2 with Sonic Adventure 1 + 2 for the VMU / DC, also Zombie Revenge and Quake III Arena to unlock cheat codes; Skies of Arcadia + Pinta's Quest)
  
Sensory-Motoric Immersion
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Actor Detachment
  
Shared Penalties
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Artifact-Artifact Proximity
  
Shared Resources
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Artifact-Location Proximity
  
Shared Rewards
+
Configurable Gameplay Area
  
Shrinking Game World
+
Critical Gameplay Design
  
Single-Player Games
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Decontextability
  
Skills
+
[[Extra-Game Input]]
  
Smooth Learning Curves
+
Gameplay Changes Perception of Real World Phenomena
  
Social Dilemmas
+
Minimalized Social Weight
  
Social Interaction
+
[[Physical Navigation]]
  
Social Organizations
+
[[Player Physical Prowess]]
  
[[Public Player Statistics]] (<- replacing ''Social Statuses'' since this is more under the control of designers)
+
[[Player-Artifact Proximity]]
  
Spatial Immersion
+
Player-Avatar Proximity
  
Spawn Points
+
[[Player-Location Proximity]]
  
Spawning
+
[[Player-Player Proximity]]
  
Spectators
+
Real Life Activities Affect Game State
  
[[Game State Indicators]] (<- Status Indicators)
+
Real World Knowledge Advantages
  
Stealth
+
[[Seamful Gameplay]]
  
Stimulated Planning
+
[[Self-Reported Positioning]]
  
Storytelling
+
Social Adaptability
  
Strategic Knowledge
+
==== Unknown ====
 +
Persistant State World
  
Strategic Locations
+
Fixed Real-World Exchange Rate
  
Supporting Goals
+
Death game mönstret
  
Surprises
+
Point of No Return
  
Survive
+
==== New proposals from working with the wiki ====
 +
[[Attention Demanding]] [grew out of rewriting real-time games] --[[User:Staffan Björk|Staffan Björk]] 16:08, 6 November 2009 (UTC)
  
Symmetric Goals
+
[[Togetherness]] [grew out of rewriting real-time games, and makes Karl happy maybe] --[[User:Staffan Björk|Staffan Björk]] 16:18, 6 November 2009 (UTC)
  
Symmetric Information
+
[[Option Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|Staffan Björk]] 17:58, 7 November 2009 (UTC)
  
Symmetric Resource Distribution
+
[[Friend Lists]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:25, 8 November 2009 (UTC)
  
Symmetry
+
[[Steadily Decreasing Resources]] [From writing Unwinnable Games] --[[User:Staffan Björk|Staffan Björk]] 11:43, 14 November 2009 (UTC)
  
Synchronous Games
+
[[Turnovers]] [From playing Bloodbowl] --[[User:Staffan Björk|Staffan Björk]] 20:43, 14 November 2009 (UTC)
  
Team Balance
+
[[Game Time Manipulation]] [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --[[User:Staffan Björk|Staffan Björk]] 15:27, 19 November 2009 (UTC)
  
Team Development
+
[[Asymmetric Roles]] (already covered by asymmetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--[[User:Karl Bergström|Karl Bergström]] 14:33, 20 November 2009 (UTC))
  
Team Elimination
+
[[Value of Effort]] (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --[[User:Staffan Björk|Staffan Björk]] 13:41, 21 November 2009 (UTC)
  
Team Play
+
[[Positive Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC) 
  
The Show Must Go On
+
[[Negative Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; Questions in Empires & Allies that give less money than they cost to do) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)
  
Third-Person Views
+
[[Game Lobbies]] (for finding games and friends, e.g. in L4D) --[[User:Staffan Björk|Staffan Björk]] 10:28, 15 December 2009 (UTC)
  
Tick-Based Games
+
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 16 December 2009 (UTC)
  
Tiebreakers
+
[[Campaigns]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:30, 16 December 2009 (UTC)
  
Tied Results
+
[[Community Functionality]] --[[User:Staffan Björk|Staffan Björk]] 15:07, 16 December 2009 (UTC)
  
Tile-Laying
+
[[Voting]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)
  
Tiles
+
[[Player Decided Rule Setup]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)
  
Timing
+
[[Game-Defined Vocabulary]] (quick responses in Battlefield and L4D series) --[[User:Staffan Björk|Staffan Björk]] 12:29, 17 December 2009 (UTC)
  
Tools
+
[[PvE]] (Player versus Environment; WoW) --[[User:Staffan Björk|Staffan Björk]] 11:13, 30 January 2010 (UTC)
  
Tournaments
+
[[PvP]] (Player versus Player; WoW) --[[User:Staffan Björk|Staffan Björk]] 11:13, 30 January 2010 (UTC)
  
Traces
+
[[Kiting]] (drawing monsters out and attacking them) --[[User:Staffan Björk|Staffan Björk]] 11:15, 31 January 2010 (UTC)
  
Tradeoffs
+
[[Mutual Enemies]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Trading
+
[[Excluding Groups]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Trans-Game Information
+
[[Inherent Mistrust]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Transfer of Control
+
[[Coordination]] (from Aesthetical Gameplay Patterns paper - include WoW marker example by Bennerstedt) --[[User:Staffan Björk|Staffan Björk]] 12:28, 27 April 2010 (UTC)
  
Traverse
+
[[Sabotage]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Turn Taking
+
[[Simultaneous Challenges]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Turn-Based Games
+
[[Virtual Co-Presence]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Ultra-Powerful Events
+
[[Mutual Experiences]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Uncertainty of Information
+
[[FUBAR Enjoyment]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Uncommitted Alliances
+
[[Mutual FUBAR Enjoyment]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Unknown Goals
+
[[Team Accomplishments]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
  
Varied Gameplay
+
[[Excise]] (from mentions by Karl Bergström; see also Juul's ''dead time'' concept) --[[User:Staffan Björk|Staffan Björk]] 16:46, 22 February 2010 (UTC)
  
=== Left-overs from the book ===
+
[[Limited Gameplay Time]] (that either game sessions or play sessions are designed to be limited in time or moves) --[[User:Staffan Björk|Staffan Björk]] 10:11, 24 February 2010 (UTC)
  
 +
[[Renewable Resources]] --[[User:Staffan Björk|Staffan Björk]] 11:50, 28 February 2010 (UTC)
  
 +
[[Initial Personalization]] (that one can customized avatars before ones gameplay begins) --[[User:Staffan Björk|Staffan Björk]] 07:46, 30 March 2010 (UTC)
  
=== New from various sources ===
+
[[Automated Responses]] (agents reacting automatic to detected objects and events) --[[User:Staffan Björk|Staffan Björk]] 06:16, 6 April 2010 (UTC)
  
==== IPerG: D5.8 ====
+
[[Attributes]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)
1.1 Communication Channels
+
  
1.2 Social Interaction
+
[[Feats]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)
  
1.3 Asynchronous Games
+
[[Advantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)
  
1.4 Memorabilia
+
[[Disadvantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)
  
1.5 Unmediated Social Interaction
+
[[Customizable Development]] (choices when having character development) --[[User:Staffan Björk|Staffan Björk]] 06:48, 7 April 2010 (UTC)
  
1.6 Chat Forums
+
[[Player Time Investments]] (basically, that players have spent time in the game to either master skills or create/shape something in the game) --[[User:Staffan Björk|Staffan Björk]] 06:53, 7 April 2010 (UTC)
  
1.7 Coupled Games
+
[[Avatar Personalization]] (cosmetic personalization of avatars) --[[User:Staffan Björk|Staffan Björk]] 07:06, 7 April 2010 (UTC)
  
1.8 Social Rewards
+
[[Deck Building]] (as in Dominion and Magic) --[[User:Staffan Björk|Staffan Björk]] 17:18, 11 April 2010 (UTC)
  
1.9 Configurable Gameplay Area
+
[[Development Trees]] (as in civ but also as in D&D and Borderlands, [[Technologies]] link) --[[User:Staffan Björk|Staffan Björk]] 11:45, 17 April 2010 (UTC)
  
1.10 Late Arriving Players
+
[[King Maker]] (wasn't this in the first collection?) --[[User:Staffan Björk|Staffan Björk]] 14:35, 18 April 2010 (UTC)
  
1.11 Interruptability
+
[[Emergent Gameplay]] (1+1=3) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 April 2010 (UTC)
  
1.12 Common Experiences
+
[[Gameplay Recording]] (e.g. Battlefield 2, Sims, the Movies) --[[User:Staffan Björk|Staffan Björk]] 10:48, 30 April 2010 (UTC)
  
1.13 Game Element Trading
+
[[Bragging]] --[[User:Staffan Björk|Staffan Björk]] 10:58, 30 April 2010 (UTC)
  
1.14 Hybrid Spaces
+
[[Cartel Formation]] (based on non-game reasons) --[[User:Staffan Björk|Staffan Björk]] 16:03, 3 May 2010 (UTC)
  
1.15 Social Skills
+
[[Wave]] (from the GOP paper) --[[User:Staffan Björk|Staffan Björk]] 07:22, 7 May 2010 (UTC)
  
1.16 Real Life Activities Affect Game State
+
[[Character Levels]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:02, 27 May 2010 (UTC)
  
1.17 Heterogeneous Game Element Ownership
+
[[Unobserved Game Events]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:39, 28 May 2010 (UTC)
  
1.18 Asynchronous Collaborative Actions
+
[[Character Memories]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:56, 28 May 2010 (UTC)
  
1.19 Selectable Functional Roles
+
[[Game Prophecies]] (information from the game what will happen in the future of the game) --[[User:Staffan Björk|Staffan Björk]] 07:58, 28 May 2010 (UTC)
  
1.20 Negotiable Play Sessions
+
[[Mandatory Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:09, 30 May 2010 (UTC)
  
1.21 Negotiable Game Sessions
+
[[Self-Facilitated Rules]] (as Self-Facilitated Games but only for rules and can be just a part of the rules) --[[User:Staffan Björk|Staffan Björk]] 22:03, 4 June 2010 (UTC)
  
1.22 Negotiable Game Instance Duration
+
[[Infiltrate]] (pretending to be in a group) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 June 2010 (UTC)
  
1.23 Negotiable Game Time
+
[[fgh effect]] (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --[[User:Staffan Björk|Staffan Björk]] 08:21, 25 June 2010 (UTC)
  
Activity Blending
+
[[Guilds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:11, 31 August 2010 (CEST)
  
Selectable Social Roles
+
[[Secret Goals]] (duh) --[[--[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)User:Staffan Björk|Staffan Björk]] 12:11, 3 September 2010 (CEST)
  
==== NPC design with Petri ====
+
[[Intrigue]] (secret negotiations) --[[User:Staffan Björk|Staffan Björk]] 12:13, 3 September 2010 (CEST)
Visual Body Damage
+
  
Dissectible Bodies
+
[[Effect Descriptions]] (descriptions of the game effect of an action) --[[User:Staffan Björk|Staffan Björk]] 10:22, 7 September 2010 (CEST)
  
==== Social NPC design with Petri ====
+
[[Tragedy of the Commons]] (breakout from Social Dilemmas?) --[[User:Staffan Björk|Staffan Björk]] 16:47, 7 September 2010 (CEST)
Actions Have Social Consequences
+
  
Binding Promises
+
[[Enforced Goals]] (goals you need to succeed with to complete or win a game) --[[User:Staffan Björk|Staffan Björk]] 10:35, 9 September 2010 (CEST)
  
Brokering
+
[[Indirectly Aggressive Actions]] (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)
  
Competing for Attention
+
[[Directly Aggressive Actions]] (Actions that reduced opponents absolute positions in the game) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)
  
Context Dependent Reaction
+
[[Game Element Removal]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:54, 9 September 2010 (CEST)
  
Eavesdropping
+
[[Game-Induced Player Social Status]] (re-introduced from ''Social Status'' ) --[[User:Staffan Björk|Staffan Björk]] 10:51, 10 September 2010 (CEST)
  
Either You are with Me or against Me
+
[[Upgrading]] (the event of giving new or improved abilities) --[[User:Staffan Björk|Staffan Björk]] 14:39, 10 September 2010 (CEST)
  
False Accusations
+
[[Tokens]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)
  
Favor
+
[[Performance]] (theatrical or show-off expression) --[[User:Staffan Björk|Staffan Björk]] 12:09, 14 September 2010 (CEST)
  
Fraction
+
[[Chain Reactions]] --[[User:Staffan Björk|Staffan Björk]] 12:48, 17 September 2010 (CEST)
  
Gain Allies
+
[[Secondary Interface Screens]] (e.g. [[Inventories]] or [[Character Sheets]] - note conflicts in [[Game Worlds]], breaks [[Diegetic Consistency]] if creating [[Game Pauses]]) --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)
  
Gossip
+
[[Character Sheets]] --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)
  
Guide and Protect
+
[[HUD Interfaces]] (also add Screen Splatter, Giantbomb) --[[User:Staffan Björk|Staffan Björk]] 12:17, 21 September 2010 (CEST)
  
Hierarchical Fraction
+
[[Game Over]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:57, 29 September 2010 (CEST)
  
Information Passing
+
[[Indirect Conflicts]] (from writing Algorithmic Agents) --[[User:Staffan Björk|Staffan Björk]] 11:04, 18 November 2010 (CET)
  
Internal Conflict
+
[[Ranking Systems]]
  
Internal Rivalry
+
[[Glory Rewards]] (Social Rewards?, Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
  
Linked Destinies
+
[[Sustenance Rewards]] (Hallford & Hallford, 2001 p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
  
Loyalty
+
[[Access Rewards]] (Hallford & Hallford, 2001 p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
  
Maintaining Lies
+
[[Facilitating Rewards]] (Hallford & Hallford, 2001 p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
  
Match-Making
+
[[Energy Penalties]] (Energy punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
  
Memory of Important Events
+
[[Life Penalties]] (Life punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
  
My Enemy’s Enemy is my Friend
+
[[Game Termination Penalties]] (Game termination punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
  
Others fortune affects own Mood
+
[[Setback Penalties]] (Setback punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
  
Outcast
+
[[Public Interfaces]] (interfaces that are accessible to several people at the same time, e.g. [[Flight Control]] on the iPad) --[[User:Staffan Björk|Staffan Björk]] 19:19, 27 November 2010 (CET)
  
Outspoken Support
+
[[Appointments]] (related to [[Encouraged Return Visits]]; taken from the SVNGR mechanic ''Appointment Dynamic'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
  
Requesting Support
+
[[Incremental Information Delivery]] (from the SVNGR mechanic ''Cascading Information Theory'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
  
Social Gatekeeper
+
[[Communal Problem Solving]] (from the SVNGR mechanic ''Communal Discovery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
  
Social Maintenance
+
[[Lottery]] (from the SVNGR mechanic ''Lottery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
  
Social Norm
+
[[Shell Game]] (from the SVNGR mechanic ''Shell Game'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
  
Traitor
+
[[Sandbox Gameplay]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:29, 9 December 2010 (CET)
  
==== Dialogue design with Jenny ====
+
[[Multiple Endings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:16, 13 December 2010 (CET)
Incremental Dialogue Processing
+
  
Chunk-based Dialogue Processing
+
[[Mimetic Interfaces]] (from Juuls book) --[[User:Staffan Björk|Staffan Björk]] 13:44, 3 January 2011 (CET)
  
Single-Initiative Dialogues
+
[[Referees]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:43, 4 January 2011 (CET)
  
Mixed Initiative Dialogues
+
[[Limited Communication Abilities]] (ESP Game and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 17:25, 4 January 2011 (CET)
  
Basic Input Feedback
+
[[Hidden Rules]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)
  
Barge-In
+
[[Varying Rule Set]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)
  
Canned Text Responses
+
[[Proxy Players]] (agents playing for somebody else) --[[User:Staffan Björk|Staffan Björk]] 11:37, 5 January 2011 (CET)
  
Diegetically Consistent Dialogue
+
[[Narrative Engrossment]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:53, 12 January 2011 (CET)
  
Context Dependent Dialogue
+
[[Modifiable Game Interfaces]] (WoW & MUD clients) --[[User:Staffan Björk|Staffan Björk]] 22:03, 12 January 2011 (CET)
  
Gameplay Integrated Conversation
+
[[Expansions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 January 2011 (CET)
  
Illocutionary Interface
+
[[Faucet/Drain]] (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --[[User:Staffan Björk|Staffan Björk]] 16:50, 17 January 2011 (CET)
  
Location-Specific Dialogue
+
[[Ever Increasing Difficulty]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:46, 3 February 2011 (CET)
  
Character-Specific Dialogue
+
[[Discontinuous Progression]] (since not everything is Arithmetic or Geometric) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 February 2011 (CET)
  
Colloquial Mastery
+
[[Event Thresholds]] (from writing Arithmetic Progression,  quantitative point at which an event is triggered) --[[User:Staffan Björk|Staffan Björk]] 21:54, 17 February 2011 (CET)
  
Delicate Phrasing
+
[[Encouraged Constant Player Activity]] (from writing resource caps) --[[User:Staffan Björk|Staffan Björk]] 19:11, 18 February 2011 (CET)
  
==== MMOG design by Jenny's master students ====
+
[[Ragequitting]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)
''To be added''
+
  
==== Pervasive games with Johan Peitz ====
+
[[Pubstomping]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)
Actor Detachment
+
  
Artifact-Artifact Proximity
+
[[First Player Tokens]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)
  
Artifact-Location Proximity
+
[[Current Player Tokens]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)
  
Configurable Gameplay Area
+
[[Victory Points]] (as tokens) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)
  
Coupled Games
+
[[Physical Enactment]] (LARPs but also SingStar and Rockband) --[[User:Staffan Björk|Staffan Björk]] 23:30, 9 March 2011 (CET)
  
Critical Gameplay Design
+
[[Enactment]] (the activity of representing some activity) --[[User:Staffan Björk|Staffan Björk]] 18:20, 12 March 2011 (CET)
  
Crossmedia Gameplay
+
[[Miniatures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 18:27, 12 March 2011 (CET)
  
Decontextability
+
[[Out of Character Conversations]] --[[User:Staffan Björk|Staffan Björk]] 18:43, 12 March 2011 (CET)
  
Extra-Game Input
+
[[In Character Conversations]] --[[User:Staffan Björk|Staffan Björk]] 18:43, 12 March 2011 (CET)
  
Game Element Trading
+
[[Turtling]] (from wikipedia and Mikael Rytterhag's Camping paper) --[[User:Staffan Björk|Staffan Björk]] 12:29, 13 March 2011 (CET)
  
Gameplay Changes Perception of Real World Phenomena
+
[[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET)
  
Heterogeneous Game Element Ownership
+
[[Scenarios]] (different setups in wargame and RPGs, and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 16:10, 26 March 2011 (CET)
  
Interruptible Gameplay
+
[[Inhabitants]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:36, 2 April 2011 (CEST)
  
Minimalized Social Weight
+
[[Jumping]] (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --[[User:Staffan Björk|Staffan Björk]] 00:00, 3 April 2011 (CEST)
  
Possibility of Anonymity
+
[[Cheat Codes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:25, 4 April 2011 (CEST)
  
Physical Navigation
+
[[Powers]] (spells, etc.) --[[User:Staffan Björk|Staffan Björk]] 21:11, 6 April 2011 (CEST)
  
Player Physical Prowess
+
[[Buffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)
  
Player-Artifact Proximity
+
[[Debuffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)
  
Player-Avatar Proximity
+
[[Stealing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:41, 8 April 2011 (CEST)
  
Player-Location Proximity
+
[[Farming]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:42, 8 April 2011 (CEST)
  
Player-Player Proximity
+
[[Twinking]] (for WoW) --[[User:Staffan Björk|Staffan Björk]] 20:01, 9 April 2011 (CEST)
  
Real Life Activities Affect Game State
+
[[Enforced Ownership]] (Soulbound concept from WoW) --[[User:Staffan Björk|Staffan Björk]] 20:05, 9 April 2011 (CEST)
  
Real World Knowledge Advantages
+
[[Faucet/Sink]] (opposite to [[Closed Economy]]) --[[User:Staffan Björk|Staffan Björk]] 10:14, 10 April 2011 (CEST)
  
Seamful Gameplay
+
[[Micro Management]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:38, 10 April 2011 (CEST)
  
Self-Reported Positioning
+
[[System Exploration]] (Exploration of the system...) --[[User:Staffan Björk|Staffan Björk]] 17:33, 12 April 2011 (CEST)
  
Social Adaptability
+
[[Agent Needs]] --[[User:Staffan Björk|Staffan Björk]] 13:28, 14 April 2011 (CEST)
  
The Rabbit Hole Invitation
+
[[Maintenance]] --[[User:Staffan Björk|Staffan Björk]] 21:21, 14 April 2011 (CEST)
  
Unmediated Social Interaction
+
[[Production-Consumption Chains]] (flows but the types change) --[[User:Staffan Björk|Staffan Björk]] 13:18, 17 April 2011 (CEST)
  
==== Unknown ====
+
[[Nurturing]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)
Persistant State World
+
Fixed Real-World Exchange Rate
+
Death game mönstret
+
Point of No Return
+
  
==== New proposals from working with the wiki ====
+
[[Calm Flow]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)
[[Private Game Spaces]] [Like Puerto Rico, Race to the Galaxy etc.] --[[User:Staffan Björk|Staffan Björk]] 16:10, 5 November 2009 (UTC)
+
  
[[Time Pressure]] [Surprised that this doesn't exist already, or have a missed one?] --[[User:Staffan Björk|Staffan Björk]] 08:36, 6 November 2009 (UTC)
+
[[Technologies]] (duh) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)
  
[[Attention Demanding]] [grew out of rewriting real-time games] --[[User:Staffan Björk|Staffan Björk]] 16:08, 6 November 2009 (UTC)
+
[[Maintenance Costs]] (resource drains) --[[User:Staffan Björk|Staffan Björk]] 19:07, 21 April 2011 (CEST)
  
[[Togetherness]] [grew out of rewriting real-time games, and makes Karl happy maybe] --[[User:Staffan Björk|Staffan Björk]] 16:18, 6 November 2009 (UTC)
+
[[Classes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 07:52, 30 April 2011 (CEST)
  
[[Option Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|Staffan Björk]] 17:58, 7 November 2009 (UTC)
+
[[Experience Points]] (duh) --[[User:Staffan Björk|Staffan Björk]] 01:27, 7 May 2011 (CEST)
  
[[Acheivements]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:00, 8 November 2009 (UTC)
+
[[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST)
  
[[Buddy Lists]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:25, 8 November 2009 (UTC)
+
[[Non-Diegetic Features]] (duh; take parts from [[Diegetically Outstanding Features]] and place here) --[[User:Staffan Björk|Staffan Björk]] 19:05, 7 May 2011 (CEST)
  
[[Gameplay Statistics]] [from rewriting high score lists] --[[User:Staffan Björk|Staffan Björk]] 12:28, 8 November 2009 (UTC)
+
[[Unit Formations]] (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --[[User:Staffan Björk|Staffan Björk]] 14:38, 8 May 2011 (CEST)
  
[[Cooldown]] [From WoW and other games, e.g. Borderlands] --[[User:Staffan Björk|Staffan Björk]] 14:31, 8 November 2009 (UTC)
+
[[Saving]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:25, 12 May 2011 (CEST)
  
[[Steadily Decreasing Resources]] [From writing Unwinnable Games] --[[User:Staffan Björk|Staffan Björk]] 11:43, 14 November 2009 (UTC)
+
[[Super Combos]] (loong combos, suggested by Johan Wingård) --[[User:Staffan Björk|Staffan Björk]] 20:26, 20 May 2011 (CEST)
  
[[Turnover]] [From playing Bloodbowl] --[[User:Staffan Björk|Staffan Björk]] 20:43, 14 November 2009 (UTC)
+
[[Unlocking]] (Aki Järvinen) --[[User:Staffan Björk|Staffan Björk]] 15:33, 21 May 2011 (CEST)
  
[[Game Time Manipulation]] [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --[[User:Staffan Björk|Staffan Björk]] 15:27, 19 November 2009 (UTC)
+
[[Button Bashing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:38, 21 May 2011 (CEST)
  
[[Assymetrical Roles]] (already covered by assymetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--[[User:Karl Bergström|Karl Bergström]] 14:33, 20 November 2009 (UTC))
+
[[Flags]] (as in Capture the Flag) --[[User:Staffan Björk|Staffan Björk]] 14:49, 22 May 2011 (CEST)
  
[[Value of Effort]] (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --[[User:Staffan Björk|Staffan Björk]] 13:41, 21 November 2009 (UTC)
+
[[Resource Sources]] ( [[Resource Locations]], [[Trading]], etc.) --[[User:Staffan Björk|Staffan Björk]] 23:29, 22 May 2011 (CEST)
  
[[Non-Diegetic Elements]] (representing elements in the game world which are not part of the diegetic) --[[User:Staffan Björk|Staffan Björk]] 10:01, 25 November 2009 (UTC)
+
[[Modal Windows]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:25, 23 May 2011 (CEST)
  
[[Grinding]] (WoW) --[[User:Staffan Björk|Staffan Björk]] 13:10, 28 November 2009 (UTC)
+
[[HUD Buttons]] (Buttons in HUD parts of interfaces, e.g. [[Quests]] in [[FarmVille]] --[[User:Staffan Björk|Staffan Björk]] 21:28, 23 May 2011 (CEST)
  
[[Massively Multiplayer Online Games]] (why not?) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)
+
[[Auctions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 22:50, 25 May 2011 (CEST)
  
[[Massively Single-Player Online Games]] (from 4'33", Spore and even Nethack) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)
+
[[Player/System Skill Composites]] (system helping player with actions) --[[User:Staffan Björk|Staffan Björk]] 11:33, 29 May 2011 (CEST)
  
[[Positive Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)
+
[[Rounds]] (duh; remember hit left, dodge right also) --[[User:Staffan Björk|Staffan Björk]] 14:41, 4 June 2011 (CEST)
  
[[Negative Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)
+
[[Regenerating Resources]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:48, 12 June 2011 (CEST)
  
[[Stack Seeding]] (from Pandemic and Ghost Story from writing about [[Randomness]]) --[[User:Staffan Björk|Staffan Björk]] 15:53, 7 December 2009 (UTC)
+
[[Beat the Leader]] (dynamic has to do with uncommitted and temporary alliances) --[[User:Staffan Björk|Staffan Björk]] 08:48, 14 June 2011 (CEST)
  
[[Game Lobbies]] (for finding games and friends, e.g. in L4D) --[[User:Staffan Björk|Staffan Björk]] 10:28, 15 December 2009 (UTC)
+
[[Game Boards]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:50, 15 June 2011 (CEST)
  
[[Location-Fixed Abilities]] (machine guns in L4D) --[[User:Staffan Björk|Staffan Björk]] 16:34, 15 December 2009 (UTC)
+
[[Planning Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)  
  
[[Inventory]] --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)
+
[[Execution Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)
  
[[Limited Inventory]] (L4D) --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)
+
[[Money]] (duh; not only for bidding, maintainance, but also as budgeted action points) --[[User:Staffan Björk|Staffan Björk]] 09:36, 19 June 2011 (CEST)
  
[[Variable Accuracy]] (L4D, player skill, character skill, equipment) --[[User:Staffan Björk|Staffan Björk]] 16:45, 15 December 2009 (UTC)
+
[[Limited Number of Uses]] (charges but also resources needed to activate actions) --[[User:Staffan Björk|Staffan Björk]] 15:48, 20 June 2011 (CEST)
  
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 16 December 2009 (UTC)
+
[[Flip-Flop Events]] (going last and first in two consecutive turns) --[[User:Staffan Björk|Staffan Björk]] 09:17, 24 June 2011 (CEST)
  
[[Player/Character Skill Composite]] (both player and character skill affects likelihood of success) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)
+
[[Exploits]] (unintentional combos in games; Deus Ex example; [http://en.wikipedia.org/wiki/Exploit_(online_gaming)] negative pattern but [[Nomic]]) --[[User:Staffan Björk|Staffan Björk]] 13:32, 10 July 2011 (CEST)
  
[[Dynamic Difficulty Adjustment]] (video games but also BSG & Shadows over Camelot) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)
+
[[Generators]] (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --[[User:Staffan Björk|Staffan Björk]] 18:17, 11 July 2011 (CEST)
  
[[Split-Screen View]] (from writing about local multiplayer console games) --[[User:Staffan Björk|Staffan Björk]] 13:40, 16 December 2009 (UTC)
+
[[Kingmaker Situations]] (see wikipedia kingmaker scenario) --[[User:Staffan Björk|Staffan Björk]] 11:21, 13 July 2011 (CEST)
  
[[Backtracking Levels]] (Left 4 Dead 2 campaign Hard Rain) --[[User:Staffan Björk|Staffan Björk]] 14:17, 16 December 2009 (UTC)
+
[[Extras]] (not the concept from sports but prepped people playing NPCs, "specially instructed player") --[[User:Staffan Björk|Staffan Björk]] 11:39, 13 July 2011 (CEST)
  
[[Campaigns]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:30, 16 December 2009 (UTC)
+
[[Repeated Domination]] (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --[[User:Staffan Björk|Staffan Björk]] 14:48, 13 July 2011 (CEST)
  
[[Community Functionality]] --[[User:Staffan Björk|Staffan Björk]] 15:07, 16 December 2009 (UTC)
+
[[Railroading]] (duh; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)
  
[[Voting]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)
+
[[Entrenching Gameplay]] (positions become more and more locked; Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)
  
[[Player Decided Rule Setup]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)
+
[[Cover]] ? --[[User:Staffan Björk|Staffan Björk]] 14:58, 18 July 2011 (CEST)
  
[[Game-Defined Vocabulary]] (quick responses in Battlefield and L4D series) --[[User:Staffan Björk|Staffan Björk]] 12:29, 17 December 2009 (UTC)
+
[[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST)
 +
 
 +
[[Game Servers]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)
 +
 
 +
[[User Accounts]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)
  
[[Further Player Improvement Potential]] (that one can get better at the game, from writing [[Challenging Gameplay]]) --[[User:Staffan Björk|Staffan Björk]] 15:22, 21 December 2009 (UTC)
+
[[Narration Structures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:05, 8 August 2011 (CEST)
  
[[Difficulty Settings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:09, 22 December 2009 (UTC)
+
[[Player-Generated Narratives]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:07, 8 August 2011 (CEST)
  
[[Agents]] (game elements that show intentionality, from working with NPCs) --[[User:Staffan Björk|Staffan Björk]] 10:16, 13 January 2010 (UTC)
+
suits? --[[User:Staffan Björk|Staffan Björk]] 13:16, 23 August 2011 (CEST)
  
[[Algorithmic Agents]] (AI agents) --[[User:Staffan Björk|Staffan Björk]] 12:26, 13 January 2010 (UTC)
+
[[Decks]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:15, 26 August 2011 (CEST)
  
[[Role Fulfilment]] (the joy of fulfilling your role (e.g. tank, sniper, healer) in a group.) --[[User:Karl Bergström|Karl Bergström]] 09:39, 14 January 2010 (UTC)
+
[[Mods]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:02, 3 September 2011 (CEST)
  
[[Group strategy identification]] (the joy of identifying new strategies for the group) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)
+
[[Pie Menus]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:23, 21 September 2011 (CEST)
  
[[Group fulfilment]] (the joy of being part of and accomplishing things in a group) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)
+
[[Performance Modifiers]] --[[User:Staffan Björk|Staffan Björk]] 14:24, 22 September 2011 (CEST)
  
[[Overwhelming Failiure enjoyment]] (the joy of failing overwhelmingly) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)
+
[[Hotseating]] (duh, and check Giant Bomb) --[[User:Staffan Björk|Staffan Björk]] 19:03, 25 September 2011 (CEST)
  
[[FUBAR enjoyment]] (the type of fun you have when you make mistakes and all seems about to go %!#¤"% in games such as Space Alert or Red October) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)
+
[[Fake Game Overs]] [Eternal Darkness, Arkham Asylum; thxs Orvar & Jonas) --[[User:Staffan Björk|Staffan Björk]] 08:47, 2 October 2011 (CEST)
  
[[Lack of cooperation frustration]] (the frustration that occurs when one or more members of a group fails to cooperate) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)
+
=== Potentially too specific patterns (mainly from GiantBomb) ===
 +
Camera Following Projectiles
  
[[Optimisation of group capability]] (optimising your group's capability in a game, such as selecting synergic abilities) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)
+
Reticule Magnetism
  
==== New written patterns from working with the wiki ====
+
Bullet Magnetism
[[Unwinnable Games]] [From staries]] --[[User:Staffan Björk|Staffan Björk]] 14:02, 13 November 2009 (UTC)
+
  
[[Drop-In/Drop-Out]] [From Lego Stars Wars and Left 4 Dead] --[[User:Staffan Björk|Staffan Björk]] 10:20, 19 November 2009 (UTC)
+
Lock-on
  
[[Time Limited Game Instances]] (from working on [[Time Limits]] and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 15:45, 4 December 2009 (UTC)
+
Dynamic split-screen
  
[[Game Element Insertion]] (from working on emergence  and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 10:01, 7 December 2009 (UTC)
+
Camera Shift

Revision as of 17:29, 2 October 2011

For patterns that have partly or fully been inserted into the wiki, see the category of patterns. See also Renamed Patterns.

Note: not all these patterns should necessary be made...

Note: to make a new pattern, use the Gameplay Design Pattern Template

Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to

Patterns

From the cd-rom

Alliances

Alternative Realities

Anticipation

Asymmetric Goals

Asymmetric Information

Asymmetric Resource Distribution

Asynchronous Games

Attention Swapping

Betting

Bidding

Bluffing

Closed Economies

Closure Points

Cognitive Engrossment (<- Cognitive Immersion )

Collecting

Collections (<- Collection )

Committed Goals

Competitions ( <- Competition )

Conceal

Configuration

Conflicts ( <- Conflict )

Connection

Constructive Gameplay ( <- Constructive Play )

Consumers

Contact

Containers

Continuous Goals

Converters

Creative Control

Deliver (<- Delivery)

Dexterity-Based Actions

Dice

Diminishing Returns

Direct Information

Disruption of Focused Attention

Downtime

Temporary Alliances <- (Dynamic Alliances)

Dynamic Goal Characteristics

Easter Eggs

Eliminate

Empowerment - should be related to Illusion of Influence

Enclosure

Evade

Excluding Goals

Extra-Game Actions

Extra-Game Information

Fog of War

Gain Information

Gain Ownership

Game Mastery

Game Pauses

Game State Overviews ( <- Game State Overview )

Ghosts

Goal Indicators

Check Points <- Goal Points

Guard

Herding <- Herd (check for links to Herd)

Goal Hierarchies ( <- Hierarchy of Goals )

Hovering Closures

Identification

Illusionary Rewards

Engrossment ( <- Immersion)

Imperfect Information

Incompatible Goals

Indirect Control

Indirect Information

Individual Penalties

Individual Rewards

Interferable Goals

Investments

King of the Hill

Last Man Standing

Leaps of Faith

Limited Foresight

Limited Planning Ability

Limited Resources

Limited Set of Actions

Meta Games

Mutual Goals

Near Miss Indicators

Negotiation

Never Ending Stories

Non-Renewable Resources

Optional Goals

Outcome Indicators

Overcome

Ownership

Rock-Paper-Scissors (<- Paper-Rock-Scissors)

Penalties

Perceivable Margins

Perfect Information

Player Balance

Player Defined Goals

Player-Decided Distributions (<- Player-Decided Distribution of Rewards & Penalties)

Player-Decided Results

Predefined Goals

Preventing Goals

Production-Consumption Flows ( <- Producer-Consumer )

Producers

Progress Indicators ("Progress" announced for quests in Ravenwood Fair)

Public Information

Quick Games

Reconnaissance

Red Queen Dilemmas

Renewable Resources

Rescue

Resource Generators (tangible game elements now; and break out Generators)

Resource Locations

Resource Management

Resources

Reversibility ( <- Reversability)

Rewards (don't forget to link to Achievements

Complex Gameplay(<- Right Level of Complexity - same reasoning as below)

Risk/Reward

Role Reversal

Save Points

Save-Load Cycles (add NPC party spoof from Baldur's gate expansion Throne of Bhaal)

Scores <- Score (several pattern link to Score right now...)

Secret Alliances

Secret Resources

Selectable Set of Goals (<- Selectable Sets of Goals)

Sensory-Motoric Engrossment ( <- Sensory-Motoric Immersion )

Shared Penalties

Shared Resources

Shared Rewards

Smooth Learning Curves

Social Interaction

Social Organizations

Spatial Engrossment ( <- Spatial Immersion )

Spectators

Stealth

Storytelling

Supporting Goals

Surprises

Survive

Symmetric Goals

Symmetric Information

Symmetric Resource Distribution

Symmetry

Synchronous Games

Team Balance

Team Development

Team Elimination

Teams ( <- Team Play ) (including clans)

The Show Must Go On

Tick-Based Games (not that ticks can exist in real-time games)

Tiebreakers

Tied Results

Timing

Tournaments

Trade-Offs (<- Tradeoffs )

Trading

Trans-Game Information

Transfer of Control

Ultra-Powerful Events

Uncertainty of Information

Uncommitted Alliances

Unknown Goals

Varied Gameplay

Left-overs from the book

(find the excel file for this)

New from various sources

IPerG: D5.8

Communication Channels

Memorabilia

Mediated Gameplay (where the medium affects the gameplay) <- Unmediated Social Interaction

Chat Forums

Coupled Games

Social Rewards

Configurable Gameplay Area

Interruptibility <- Interruptability (because it's spelled so...)

Game Element Trading

1.14 Hybrid Spaces

1.15 Social Skills

1.16 Real Life Activities Affect Game State

Asynchronous Collaborative Actions

Negotiable Play Sessions

1.21 Negotiable Game Sessions

Negotiable Game Instance Duration

1.23 Negotiable Game Time

Activity Blending

Social Roles ( <- Selectable Social Roles )

NPC design with Petri

Visual Body Damage

Dissectible Bodies

Social NPC design with Petri

Binding Promises

Brokering

Competing for Attention

Context Dependent Reactions ( <- Context Dependent Reaction)

Eavesdropping

Either You are with Me or against Me

False Accusations

Favors (<- Favor )

Gain Allies

Guide and Protect

Hierarchical Factions <- Hierarchical Fraction

Linked Destinies

Maintaining Lies

Match-Making

Memory of Important Events

My Enemy’s Enemy is my Friend

Others fortune affects own Mood

Outcast

Outspoken Support

Requesting Support

Social Gatekeeper

Diegetic Social Maintenance <- Social Maintenance

Diegetic Social Norms <- Social Norm

Traitors <- Traitor

Dialogue design with Jenny

Incremental Dialogue Processing

Chunk-based Dialogue Processing

Single-Initiative Dialogues

Mixed Initiative Dialogues

Basic Input Feedback

Barge-In

Canned Text Responses

Thematically Consistent Dialogues (<- Diegetically Consistent Dialogue)

Context Dependent Dialogues ( <- Context Dependent Dialogue )

Gameplay Integrated Conversation ( <- Gameplay Integrated Conversation)

Illocutionary Interfaces ( <- Illocutionary Interface )

Location-Specific Dialogues ( <- Location-Specific Dialogues)

Character-Specific Dialogues ( <- Character-Specific Dialogue )

Colloquial Mastery

Delicate Phrasing

MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson)

Loot Rights

Carryables

Useables

Noticeables

Creatables

Stackables

Disposables

Enterables/Mountables

Suggested

Stealables

Dropables/Placables

Social Status Symbols

Pervasive games with Johan Peitz

Connected Games (from Johan's master thesis; Chao Adventure 1 + 2 with Sonic Adventure 1 + 2 for the VMU / DC, also Zombie Revenge and Quake III Arena to unlock cheat codes; Skies of Arcadia + Pinta's Quest)

Actor Detachment

Artifact-Artifact Proximity

Artifact-Location Proximity

Configurable Gameplay Area

Critical Gameplay Design

Decontextability

Extra-Game Input

Gameplay Changes Perception of Real World Phenomena

Minimalized Social Weight

Physical Navigation

Player Physical Prowess

Player-Artifact Proximity

Player-Avatar Proximity

Player-Location Proximity

Player-Player Proximity

Real Life Activities Affect Game State

Real World Knowledge Advantages

Seamful Gameplay

Self-Reported Positioning

Social Adaptability

Unknown

Persistant State World

Fixed Real-World Exchange Rate

Death game mönstret

Point of No Return

New proposals from working with the wiki

Attention Demanding [grew out of rewriting real-time games] --Staffan Björk 16:08, 6 November 2009 (UTC)

Togetherness [grew out of rewriting real-time games, and makes Karl happy maybe] --Staffan Björk 16:18, 6 November 2009 (UTC)

Option Interfaces [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --Staffan Björk 17:58, 7 November 2009 (UTC)

Friend Lists [from many online games] --Staffan Björk 11:25, 8 November 2009 (UTC)

Steadily Decreasing Resources [From writing Unwinnable Games] --Staffan Björk 11:43, 14 November 2009 (UTC)

Turnovers [From playing Bloodbowl] --Staffan Björk 20:43, 14 November 2009 (UTC)

Game Time Manipulation [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --Staffan Björk 15:27, 19 November 2009 (UTC)

Asymmetric Roles (already covered by asymmetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--Karl Bergström 14:33, 20 November 2009 (UTC))

Value of Effort (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --Staffan Björk 13:41, 21 November 2009 (UTC)

Positive Feedback Loops (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies) --Staffan Björk 12:10, 7 December 2009 (UTC)

Negative Feedback Loops (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; Questions in Empires & Allies that give less money than they cost to do) --Staffan Björk 12:10, 7 December 2009 (UTC)

Game Lobbies (for finding games and friends, e.g. in L4D) --Staffan Björk 10:28, 15 December 2009 (UTC)

Group Belonging (L4D, aesthetics work) --Staffan Björk 11:06, 16 December 2009 (UTC)

Campaigns (duh) --Staffan Björk 14:30, 16 December 2009 (UTC)

Community Functionality --Staffan Björk 15:07, 16 December 2009 (UTC)

Voting --Staffan Björk 12:10, 17 December 2009 (UTC)

Player Decided Rule Setup --Staffan Björk 12:10, 17 December 2009 (UTC)

Game-Defined Vocabulary (quick responses in Battlefield and L4D series) --Staffan Björk 12:29, 17 December 2009 (UTC)

PvE (Player versus Environment; WoW) --Staffan Björk 11:13, 30 January 2010 (UTC)

PvP (Player versus Player; WoW) --Staffan Björk 11:13, 30 January 2010 (UTC)

Kiting (drawing monsters out and attacking them) --Staffan Björk 11:15, 31 January 2010 (UTC)

Mutual Enemies (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Excluding Groups (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Inherent Mistrust (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Coordination (from Aesthetical Gameplay Patterns paper - include WoW marker example by Bennerstedt) --Staffan Björk 12:28, 27 April 2010 (UTC)

Sabotage (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Simultaneous Challenges (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Virtual Co-Presence (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Mutual Experiences (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

FUBAR Enjoyment (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Mutual FUBAR Enjoyment (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Team Accomplishments (from Aesthetical Gameplay Patterns paper) --Staffan Björk 15:09, 22 February 2010 (UTC)

Excise (from mentions by Karl Bergström; see also Juul's dead time concept) --Staffan Björk 16:46, 22 February 2010 (UTC)

Limited Gameplay Time (that either game sessions or play sessions are designed to be limited in time or moves) --Staffan Björk 10:11, 24 February 2010 (UTC)

Renewable Resources --Staffan Björk 11:50, 28 February 2010 (UTC)

Initial Personalization (that one can customized avatars before ones gameplay begins) --Staffan Björk 07:46, 30 March 2010 (UTC)

Automated Responses (agents reacting automatic to detected objects and events) --Staffan Björk 06:16, 6 April 2010 (UTC)

Attributes (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)

Feats (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)

Advantages (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)

Disadvantages (duh...) --Staffan Björk 06:38, 6 April 2010 (UTC)

Customizable Development (choices when having character development) --Staffan Björk 06:48, 7 April 2010 (UTC)

Player Time Investments (basically, that players have spent time in the game to either master skills or create/shape something in the game) --Staffan Björk 06:53, 7 April 2010 (UTC)

Avatar Personalization (cosmetic personalization of avatars) --Staffan Björk 07:06, 7 April 2010 (UTC)

Deck Building (as in Dominion and Magic) --Staffan Björk 17:18, 11 April 2010 (UTC)

Development Trees (as in civ but also as in D&D and Borderlands, Technologies link) --Staffan Björk 11:45, 17 April 2010 (UTC)

King Maker (wasn't this in the first collection?) --Staffan Björk 14:35, 18 April 2010 (UTC)

Emergent Gameplay (1+1=3) --Staffan Björk 07:18, 25 April 2010 (UTC)

Gameplay Recording (e.g. Battlefield 2, Sims, the Movies) --Staffan Björk 10:48, 30 April 2010 (UTC)

Bragging --Staffan Björk 10:58, 30 April 2010 (UTC)

Cartel Formation (based on non-game reasons) --Staffan Björk 16:03, 3 May 2010 (UTC)

Wave (from the GOP paper) --Staffan Björk 07:22, 7 May 2010 (UTC)

Character Levels (duh) --Staffan Björk 15:02, 27 May 2010 (UTC)

Unobserved Game Events (from inserting patterns from Petri's PhD thesis) --Staffan Björk 07:39, 28 May 2010 (UTC)

Character Memories (from inserting patterns from Petri's PhD thesis) --Staffan Björk 07:56, 28 May 2010 (UTC)

Game Prophecies (information from the game what will happen in the future of the game) --Staffan Björk 07:58, 28 May 2010 (UTC)

Mandatory Goals (duh) --Staffan Björk 14:09, 30 May 2010 (UTC)

Self-Facilitated Rules (as Self-Facilitated Games but only for rules and can be just a part of the rules) --Staffan Björk 22:03, 4 June 2010 (UTC)

Infiltrate (pretending to be in a group) --Staffan Björk 07:18, 25 June 2010 (UTC)

fgh effect (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --Staffan Björk 08:21, 25 June 2010 (UTC)

Guilds (duh) --Staffan Björk 13:11, 31 August 2010 (CEST)

Secret Goals (duh) --[[--Staffan Björk 15:11, 10 September 2010 (CEST)User:Staffan Björk|Staffan Björk]] 12:11, 3 September 2010 (CEST)

Intrigue (secret negotiations) --Staffan Björk 12:13, 3 September 2010 (CEST)

Effect Descriptions (descriptions of the game effect of an action) --Staffan Björk 10:22, 7 September 2010 (CEST)

Tragedy of the Commons (breakout from Social Dilemmas?) --Staffan Björk 16:47, 7 September 2010 (CEST)

Enforced Goals (goals you need to succeed with to complete or win a game) --Staffan Björk 10:35, 9 September 2010 (CEST)

Indirectly Aggressive Actions (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --Staffan Björk 10:57, 9 September 2010 (CEST)

Directly Aggressive Actions (Actions that reduced opponents absolute positions in the game) --Staffan Björk 10:57, 9 September 2010 (CEST)

Game Element Removal (duh) --Staffan Björk 16:54, 9 September 2010 (CEST)

Game-Induced Player Social Status (re-introduced from Social Status ) --Staffan Björk 10:51, 10 September 2010 (CEST)

Upgrading (the event of giving new or improved abilities) --Staffan Björk 14:39, 10 September 2010 (CEST)

Tokens (duh) --Staffan Björk 15:11, 10 September 2010 (CEST)

Performance (theatrical or show-off expression) --Staffan Björk 12:09, 14 September 2010 (CEST)

Chain Reactions --Staffan Björk 12:48, 17 September 2010 (CEST)

Secondary Interface Screens (e.g. Inventories or Character Sheets - note conflicts in Game Worlds, breaks Diegetic Consistency if creating Game Pauses) --Staffan Björk 11:54, 21 September 2010 (CEST)

Character Sheets --Staffan Björk 11:54, 21 September 2010 (CEST)

HUD Interfaces (also add Screen Splatter, Giantbomb) --Staffan Björk 12:17, 21 September 2010 (CEST)

Game Over (duh) --Staffan Björk 10:57, 29 September 2010 (CEST)

Indirect Conflicts (from writing Algorithmic Agents) --Staffan Björk 11:04, 18 November 2010 (CET)

Ranking Systems

Glory Rewards (Social Rewards?, Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)

Sustenance Rewards (Hallford & Hallford, 2001 p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)

Access Rewards (Hallford & Hallford, 2001 p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)

Facilitating Rewards (Hallford & Hallford, 2001 p. 158) --Staffan Björk 14:03, 26 November 2010 (CET)

Energy Penalties (Energy punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)

Life Penalties (Life punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)

Game Termination Penalties (Game termination punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)

Setback Penalties (Setback punishment, Juul, 2009, p.238) --Staffan Björk 17:03, 26 November 2010 (CET)

Public Interfaces (interfaces that are accessible to several people at the same time, e.g. Flight Control on the iPad) --Staffan Björk 19:19, 27 November 2010 (CET)

Appointments (related to Encouraged Return Visits; taken from the SVNGR mechanic Appointment Dynamic, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)

Incremental Information Delivery (from the SVNGR mechanic Cascading Information Theory, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)

Communal Problem Solving (from the SVNGR mechanic Communal Discovery, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)

Lottery (from the SVNGR mechanic Lottery, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)

Shell Game (from the SVNGR mechanic Shell Game, http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)

Sandbox Gameplay (duh) --Staffan Björk 10:29, 9 December 2010 (CET)

Multiple Endings (duh) --Staffan Björk 17:16, 13 December 2010 (CET)

Mimetic Interfaces (from Juuls book) --Staffan Björk 13:44, 3 January 2011 (CET)

Referees (duh) --Staffan Björk 13:43, 4 January 2011 (CET)

Limited Communication Abilities (ESP Game and Space Alert) --Staffan Björk 17:25, 4 January 2011 (CET)

Hidden Rules (rules that players don't have explicit descriptions of) --Staffan Björk 17:52, 4 January 2011 (CET)

Varying Rule Set (rules that players don't have explicit descriptions of) --Staffan Björk 17:52, 4 January 2011 (CET)

Proxy Players (agents playing for somebody else) --Staffan Björk 11:37, 5 January 2011 (CET)

Narrative Engrossment (duh) --Staffan Björk 20:53, 12 January 2011 (CET)

Modifiable Game Interfaces (WoW & MUD clients) --Staffan Björk 22:03, 12 January 2011 (CET)

Expansions (duh) --Staffan Björk 20:40, 15 January 2011 (CET)

Faucet/Drain (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --Staffan Björk 16:50, 17 January 2011 (CET)

Ever Increasing Difficulty (duh) --Staffan Björk 16:46, 3 February 2011 (CET)

Discontinuous Progression (since not everything is Arithmetic or Geometric) --Staffan Björk 20:40, 15 February 2011 (CET)

Event Thresholds (from writing Arithmetic Progression, quantitative point at which an event is triggered) --Staffan Björk 21:54, 17 February 2011 (CET)

Encouraged Constant Player Activity (from writing resource caps) --Staffan Björk 19:11, 18 February 2011 (CET)

Ragequitting (duh) --Staffan Björk 08:18, 20 February 2011 (CET)

Pubstomping (duh) --Staffan Björk 08:18, 20 February 2011 (CET)

First Player Tokens (duh) --Staffan Björk 08:59, 27 February 2011 (CET)

Current Player Tokens (duh) --Staffan Björk 08:59, 27 February 2011 (CET)

Victory Points (as tokens) --Staffan Björk 08:59, 27 February 2011 (CET)

Physical Enactment (LARPs but also SingStar and Rockband) --Staffan Björk 23:30, 9 March 2011 (CET)

Enactment (the activity of representing some activity) --Staffan Björk 18:20, 12 March 2011 (CET)

Miniatures (duh) --Staffan Björk 18:27, 12 March 2011 (CET)

Out of Character Conversations --Staffan Björk 18:43, 12 March 2011 (CET)

In Character Conversations --Staffan Björk 18:43, 12 March 2011 (CET)

Turtling (from wikipedia and Mikael Rytterhag's Camping paper) --Staffan Björk 12:29, 13 March 2011 (CET)

Player-Constructed Worlds --Staffan Björk 00:51, 20 March 2011 (CET)

Scenarios (different setups in wargame and RPGs, and Space Alert) --Staffan Björk 16:10, 26 March 2011 (CET)

Inhabitants (duh) --Staffan Björk 09:36, 2 April 2011 (CEST)

Jumping (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --Staffan Björk 00:00, 3 April 2011 (CEST)

Cheat Codes (duh) --Staffan Björk 11:25, 4 April 2011 (CEST)

Powers (spells, etc.) --Staffan Björk 21:11, 6 April 2011 (CEST)

Buffs --Staffan Björk 19:32, 7 April 2011 (CEST)

Debuffs --Staffan Björk 19:32, 7 April 2011 (CEST)

Stealing (duh) --Staffan Björk 19:41, 8 April 2011 (CEST)

Farming (duh) --Staffan Björk 20:42, 8 April 2011 (CEST)

Twinking (for WoW) --Staffan Björk 20:01, 9 April 2011 (CEST)

Enforced Ownership (Soulbound concept from WoW) --Staffan Björk 20:05, 9 April 2011 (CEST)

Faucet/Sink (opposite to Closed Economy) --Staffan Björk 10:14, 10 April 2011 (CEST)

Micro Management (duh) --Staffan Björk 16:38, 10 April 2011 (CEST)

System Exploration (Exploration of the system...) --Staffan Björk 17:33, 12 April 2011 (CEST)

Agent Needs --Staffan Björk 13:28, 14 April 2011 (CEST)

Maintenance --Staffan Björk 21:21, 14 April 2011 (CEST)

Production-Consumption Chains (flows but the types change) --Staffan Björk 13:18, 17 April 2011 (CEST)

Nurturing (from Pottering paper) --Staffan Björk 21:59, 17 April 2011 (CEST)

Calm Flow (from Pottering paper) --Staffan Björk 21:59, 17 April 2011 (CEST)

Technologies (duh) --Staffan Björk 22:42, 20 April 2011 (CEST)

Maintenance Costs (resource drains) --Staffan Björk 19:07, 21 April 2011 (CEST)

Classes (duh) --Staffan Björk 07:52, 30 April 2011 (CEST)

Experience Points (duh) --Staffan Björk 01:27, 7 May 2011 (CEST)

Popup Screens (duh; fix link from note in Reward Widgets) --Staffan Björk 19:02, 7 May 2011 (CEST)

Non-Diegetic Features (duh; take parts from Diegetically Outstanding Features and place here) --Staffan Björk 19:05, 7 May 2011 (CEST)

Unit Formations (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --Staffan Björk 14:38, 8 May 2011 (CEST)

Saving (duh) --Staffan Björk 17:25, 12 May 2011 (CEST)

Super Combos (loong combos, suggested by Johan Wingård) --Staffan Björk 20:26, 20 May 2011 (CEST)

Unlocking (Aki Järvinen) --Staffan Björk 15:33, 21 May 2011 (CEST)

Button Bashing (duh) --Staffan Björk 19:38, 21 May 2011 (CEST)

Flags (as in Capture the Flag) --Staffan Björk 14:49, 22 May 2011 (CEST)

Resource Sources ( Resource Locations, Trading, etc.) --Staffan Björk 23:29, 22 May 2011 (CEST)

Modal Windows (duh) --Staffan Björk 21:25, 23 May 2011 (CEST)

HUD Buttons (Buttons in HUD parts of interfaces, e.g. Quests in FarmVille --Staffan Björk 21:28, 23 May 2011 (CEST)

Auctions (duh) --Staffan Björk 22:50, 25 May 2011 (CEST)

Player/System Skill Composites (system helping player with actions) --Staffan Björk 11:33, 29 May 2011 (CEST)

Rounds (duh; remember hit left, dodge right also) --Staffan Björk 14:41, 4 June 2011 (CEST)

Regenerating Resources (duh) --Staffan Björk 09:48, 12 June 2011 (CEST)

Beat the Leader (dynamic has to do with uncommitted and temporary alliances) --Staffan Björk 08:48, 14 June 2011 (CEST)

Game Boards (duh) --Staffan Björk 09:50, 15 June 2011 (CEST)

Planning Phases (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --Staffan Björk 09:27, 16 June 2011 (CEST)

Execution Phases (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --Staffan Björk 09:27, 16 June 2011 (CEST)

Money (duh; not only for bidding, maintainance, but also as budgeted action points) --Staffan Björk 09:36, 19 June 2011 (CEST)

Limited Number of Uses (charges but also resources needed to activate actions) --Staffan Björk 15:48, 20 June 2011 (CEST)

Flip-Flop Events (going last and first in two consecutive turns) --Staffan Björk 09:17, 24 June 2011 (CEST)

Exploits (unintentional combos in games; Deus Ex example; [1] negative pattern but Nomic) --Staffan Björk 13:32, 10 July 2011 (CEST)

Generators (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --Staffan Björk 18:17, 11 July 2011 (CEST)

Kingmaker Situations (see wikipedia kingmaker scenario) --Staffan Björk 11:21, 13 July 2011 (CEST)

Extras (not the concept from sports but prepped people playing NPCs, "specially instructed player") --Staffan Björk 11:39, 13 July 2011 (CEST)

Repeated Domination (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --Staffan Björk 14:48, 13 July 2011 (CEST)

Railroading (duh; tacka Kalle) --Staffan Björk 11:09, 15 July 2011 (CEST)

Entrenching Gameplay (positions become more and more locked; Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er; tacka Kalle) --Staffan Björk 11:09, 15 July 2011 (CEST)

Cover ? --Staffan Björk 14:58, 18 July 2011 (CEST)

Open Worlds (duh) --Staffan Björk 12:21, 4 August 2011 (CEST)

Game Servers (duh) --Staffan Björk 21:52, 4 August 2011 (CEST)

User Accounts (duh) --Staffan Björk 21:52, 4 August 2011 (CEST)

Narration Structures (duh) --Staffan Björk 09:05, 8 August 2011 (CEST)

Player-Generated Narratives (duh) --Staffan Björk 09:07, 8 August 2011 (CEST)

suits? --Staffan Björk 13:16, 23 August 2011 (CEST)

Decks (duh) --Staffan Björk 14:15, 26 August 2011 (CEST)

Mods (duh) --Staffan Björk 12:02, 3 September 2011 (CEST)

Pie Menus (duh) --Staffan Björk 11:23, 21 September 2011 (CEST)

Performance Modifiers --Staffan Björk 14:24, 22 September 2011 (CEST)

Hotseating (duh, and check Giant Bomb) --Staffan Björk 19:03, 25 September 2011 (CEST)

Fake Game Overs [Eternal Darkness, Arkham Asylum; thxs Orvar & Jonas) --Staffan Björk 08:47, 2 October 2011 (CEST)

Potentially too specific patterns (mainly from GiantBomb)

Camera Following Projectiles

Reticule Magnetism

Bullet Magnetism

Lock-on

Dynamic split-screen

Camera Shift