Difference between revisions of "Pattern Suggestion List"

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(Social NPC design with Petri)
Line 11: Line 11:
 
=== From the cd-rom ===
 
=== From the cd-rom ===
 
Ability Losses
 
Ability Losses
 +
 
Achilles' Heels
 
Achilles' Heels
 +
 
Agents
 
Agents
 +
 
Aim & Shoot
 
Aim & Shoot
 +
 +
 
Alignment
 
Alignment
 +
 
Alliances
 
Alliances
 +
 
Alternative Reality
 
Alternative Reality
 +
 
Anticipation
 
Anticipation
 +
 +
 
Area Control
 
Area Control
 +
 
Arithmetic Rewards for Investments
 
Arithmetic Rewards for Investments
 +
 
Asymmetric Abilities
 
Asymmetric Abilities
 +
 
Asymmetric Goals
 
Asymmetric Goals
 +
 
Asymmetric Information
 
Asymmetric Information
 +
 
Asymmetric Resource Distribution
 
Asymmetric Resource Distribution
 +
 
Asynchronous Games
 
Asynchronous Games
 +
 
Attention Swapping
 
Attention Swapping
 +
 
Avatars
 
Avatars
 +
 
Balancing Effects
 
Balancing Effects
 +
 
Betrayal
 
Betrayal
 +
 
Betting
 
Betting
 +
 
Bidding
 
Bidding
 +
 
Bluffing
 
Bluffing
 +
 
Book-Keeping Tokens
 
Book-Keeping Tokens
 +
 
Boss Monsters
 
Boss Monsters
 +
 
Budgeted Action Points
 
Budgeted Action Points
 +
 
Buttons
 
Buttons
 +
 
Cameras
 
Cameras
 +
 
Camping
 
Camping
 +
 
Capture
 
Capture
 +
 
Card Hands
 
Card Hands
 +
 
Cards
 
Cards
 +
 
Character Development
 
Character Development
 +
 
Characters
 
Characters
 +
 
Chargers
 
Chargers
 +
 
Closed Economies
 
Closed Economies
 +
 
Closure Points
 
Closure Points
 +
 
Clues
 
Clues
 +
 
Cognitive Immersion
 
Cognitive Immersion
 +
 
Collaborative Actions
 
Collaborative Actions
 +
 
Collecting
 
Collecting
 +
 
Collection
 
Collection
 +
 
Combat
 
Combat
 +
 
Combos
 
Combos
 +
 
Committed Goals
 
Committed Goals
 +
 
Communication Channels
 
Communication Channels
 +
 
Competence Areas
 
Competence Areas
 +
 
Competition
 
Competition
 +
 
Conceal
 
Conceal
 +
 
Configuration
 
Configuration
 +
 
Conflict
 
Conflict
 +
 
Connection
 
Connection
 +
 
Consistent Reality Logic
 
Consistent Reality Logic
 +
 
Construction
 
Construction
 +
 
Constructive Play
 
Constructive Play
 +
 
Consumers
 
Consumers
 +
 
Contact
 
Contact
 +
 
Container
 
Container
 +
 
Continuous Goals
 
Continuous Goals
 +
 
Controllers
 
Controllers
 +
 
Converters
 
Converters
 +
 
Cooperation
 
Cooperation
 +
 
Creative Control
 
Creative Control
 +
 
Cut Scenes
 
Cut Scenes
 +
 
Damage
 
Damage
 +
 
Deadly Traps
 
Deadly Traps
 +
 
Decreased Abilities
 
Decreased Abilities
 +
 
Dedicated Game Facilitators
 
Dedicated Game Facilitators
 +
 
Delayed Effects
 
Delayed Effects
 +
 
Delayed Reciprocity
 
Delayed Reciprocity
 +
 
Delivery
 
Delivery
 +
 
Dexterity-Based Actions
 
Dexterity-Based Actions
 +
 
Dice
 
Dice
 +
 
Diminishing Returns
 
Diminishing Returns
 +
 
Direct Information
 
Direct Information
 +
 
Discard Piles
 
Discard Piles
 +
 
Disruption of Focused Attention
 
Disruption of Focused Attention
 +
 
Downtime
 
Downtime
 +
 
Drawing Stacks
 
Drawing Stacks
 +
 
Dynamic Alliances
 
Dynamic Alliances
 +
 
Dynamic Goal Characteristics
 
Dynamic Goal Characteristics
 +
 
Early Elimination
 
Early Elimination
 +
 
Easter Eggs
 
Easter Eggs
 +
 
Eliminate
 
Eliminate
 +
 
Emotional Immersion
 
Emotional Immersion
 +
 
Empowerment
 
Empowerment
 +
 
Enclosure
 
Enclosure
 +
 
Enemies
 
Enemies
 +
 
Ephemeral Goals
 
Ephemeral Goals
 +
 
Evade
 
Evade
 +
 
Excluding Goals
 
Excluding Goals
 +
 
Experimenting
 
Experimenting
 +
 
Exploration
 
Exploration
 +
 
Extended Actions
 
Extended Actions
 +
 
Extra-Game Actions
 
Extra-Game Actions
 +
 
Extra-Game Consequences
 
Extra-Game Consequences
 +
 
Extra-Game Information
 
Extra-Game Information
 +
 
First-Person Views
 
First-Person Views
 +
 
Focus Loci
 
Focus Loci
 +
 
Fog of War
 
Fog of War
 +
 
Freedom of Choice
 
Freedom of Choice
 +
 
Gain Competence
 
Gain Competence
 +
 
Gain Information
 
Gain Information
 +
 
Gain Ownership
 
Gain Ownership
 +
 
Game Masters
 
Game Masters
 +
 
Game Mastery
 
Game Mastery
 +
 
Game Pauses
 
Game Pauses
 +
 
Game State Overview
 
Game State Overview
 +
 
Game World
 
Game World
 +
 
Game World Navigation
 
Game World Navigation
 +
 
Games within Games
 
Games within Games
 +
 
Geometric Rewards for Investments
 
Geometric Rewards for Investments
 +
 
Ghosts
 
Ghosts
 +
 
Goal Indicators
 
Goal Indicators
 +
 
Goal Points
 
Goal Points
 +
 
God Views
 
God Views
 +
 
God's Finger
 
God's Finger
 +
 
Guard
 
Guard
 +
 
Handicaps
 
Handicaps
 +
 
Handles
 
Handles
 +
 
Helpers
 
Helpers
 +
 
Herd
 
Herd
 +
 
Hierarchy of Goals
 
Hierarchy of Goals
 +
 
Higher-Level Closures as Gameplay Progresses
 
Higher-Level Closures as Gameplay Progresses
 +
 
Hovering Closures
 
Hovering Closures
 +
 
Identification
 
Identification
 +
 
Illusion of Influence
 
Illusion of Influence
 +
 
Illusionary Rewards
 
Illusionary Rewards
 +
 
Immersion
 
Immersion
 +
 
Imperfect Information
 
Imperfect Information
 +
 
Improved Abilities
 
Improved Abilities
 +
 
Inaccessible Areas
 
Inaccessible Areas
 +
 
Incompatible Goals
 
Incompatible Goals
 +
 
Indirect Control
 
Indirect Control
 +
 
Indirect Information
 
Indirect Information
 +
 
Individual Penalties
 
Individual Penalties
 +
 
Individual Rewards
 
Individual Rewards
 +
 
Interferable Goals
 
Interferable Goals
 +
 
Interruptible Actions
 
Interruptible Actions
 +
 
Investments
 
Investments
 +
 
Invisible Walls
 
Invisible Walls
 +
 
King of the Hill
 
King of the Hill
 +
 
Last Man Standing
 
Last Man Standing
 +
 
Leaps of Faith
 
Leaps of Faith
 +
 
Levels
 
Levels
 +
 
Limited Foresight
 
Limited Foresight
 +
 
Limited Planning Ability
 
Limited Planning Ability
 +
 
Limited Resources
 
Limited Resources
 +
 
Limited Set of Actions
 
Limited Set of Actions
 +
 
Lives
 
Lives
 +
 
Luck
 
Luck
 +
 
Maneuvering
 
Maneuvering
 +
 
Memorizing
 
Memorizing
 +
 
Meta Games
 
Meta Games
 +
 
Moveable Tiles
 
Moveable Tiles
 +
 
Movement
 
Movement
 +
 
Movement Limitations
 
Movement Limitations
 +
 
Mule
 
Mule
 +
 
Multiplayer Games
 
Multiplayer Games
 +
 
Mutual Goals
 
Mutual Goals
 +
 
Narrative Structures
 
Narrative Structures
 +
 
Near Miss Indicators
 
Near Miss Indicators
 +
 
Negotiation
 
Negotiation
 +
 
Never Ending Stories
 
Never Ending Stories
 +
 
New Abilities
 
New Abilities
 +
 
No-Ops
 
No-Ops
 +
 
Non-Renewable Resources
 
Non-Renewable Resources
 +
 
Obstacles
 
Obstacles
 +
 
Optional Goals
 
Optional Goals
 +
 
Orthogonal Unit Differentiation
 
Orthogonal Unit Differentiation
 +
 
Outcome Indicators
 
Outcome Indicators
 +
 
Outstanding Features
 
Outstanding Features
 +
 
Overcome
 
Overcome
 +
 
Ownership
 
Ownership
 +
 
Paper-Rock-Scissors
 
Paper-Rock-Scissors
 +
 
Parallel Lives
 
Parallel Lives
 +
 
Penalties
 
Penalties
 +
 
Perceivable Margins
 
Perceivable Margins
 +
 
Perceived Chance to Succeed
 
Perceived Chance to Succeed
 +
 
Perfect Information
 
Perfect Information
 +
 
Persistent Game Worlds
 
Persistent Game Worlds
 +
 
Pick-Ups
 
Pick-Ups
 +
 
Planned Character Development
 
Planned Character Development
 +
 
Player Balance
 
Player Balance
 +
 
Player Constructed Worlds
 
Player Constructed Worlds
 +
 
Player Decided Results
 
Player Decided Results
 +
 
Player Defined Goals
 
Player Defined Goals
 +
 
Player Elimination
 
Player Elimination
 +
 
Player Killing
 
Player Killing
 +
 
Player-Decided Distribution of Rewards & Penalties
 
Player-Decided Distribution of Rewards & Penalties
 +
 
Polyathlons
 
Polyathlons
 +
 
Power-Ups
 
Power-Ups
 +
 
Predefined Goals
 
Predefined Goals
 +
 
Predictable Consequences
 
Predictable Consequences
 +
 
Preventing Goals
 
Preventing Goals
 +
 
Privileged Abilities
 
Privileged Abilities
 +
 
Privileged Movement
 
Privileged Movement
 +
 
Producer-Consumer
 
Producer-Consumer
 +
 
Producers
 
Producers
 +
 
Progress Indicators
 
Progress Indicators
 +
 
Public Information
 
Public Information
 +
 
Puzzle Solving
 
Puzzle Solving
 +
 
Quick Games
 
Quick Games
 +
 
Race
 
Race
 +
 
Randomness
 
Randomness
 +
 
Reconfigurable Game World
 
Reconfigurable Game World
 +
 
Reconnaissance
 
Reconnaissance
 +
 
Red Herrings
 
Red Herrings
 +
 
Red Queen Dilemmas
 
Red Queen Dilemmas
 +
 
Renewable Resources
 
Renewable Resources
 +
 
Replayability
 
Replayability
 +
 
Rescue
 
Rescue
 +
 
Resource Generators
 
Resource Generators
 +
 
Resource Locations
 
Resource Locations
 +
 
Resource Management
 
Resource Management
 +
 
Resources
 
Resources
 +
 
Reversability
 
Reversability
 +
 
Rewards
 
Rewards
 +
 
Rhythm-Based Actions
 
Rhythm-Based Actions
 +
 
Right Level of Complexity
 
Right Level of Complexity
 +
 
Right Level of Difficulty
 
Right Level of Difficulty
 +
 
Risk/Reward
 
Risk/Reward
 +
 
Role Reversal
 
Role Reversal
 +
 
Roleplaying
 
Roleplaying
 +
 
Safe Havens
 
Safe Havens
 +
 
Save Points
 
Save Points
 +
 
Save-Load Cycles
 
Save-Load Cycles
 +
 
Score
 
Score
 +
 
Secret Alliances
 
Secret Alliances
 +
 
Secret Resources
 
Secret Resources
 +
 
Selectable Sets of Goals
 
Selectable Sets of Goals
 +
 
Self-Facilitated Games
 
Self-Facilitated Games
 +
 
Sensory-Motoric Immersion
 
Sensory-Motoric Immersion
 +
 
Shared Penalties
 
Shared Penalties
 +
 
Shared Resources
 
Shared Resources
 +
 
Shared Rewards
 
Shared Rewards
 +
 
Shrinking Game World
 
Shrinking Game World
 +
 
Single-Player Games
 
Single-Player Games
 +
 
Skills
 
Skills
 +
 
Smooth Learning Curves
 
Smooth Learning Curves
 +
 
Social Dilemmas
 
Social Dilemmas
 +
 
Social Interaction
 
Social Interaction
 +
 
Social Organizations
 
Social Organizations
 +
 
Social Statuses
 
Social Statuses
 +
 
Spatial Immersion
 
Spatial Immersion
 +
 
Spawn Points
 
Spawn Points
 +
 
Spawning
 
Spawning
 +
 
Spectators
 
Spectators
 +
 
Status Indicators
 
Status Indicators
 +
 
Stealth
 
Stealth
 +
 
Stimulated Planning
 
Stimulated Planning
 +
 
Storytelling
 
Storytelling
 +
 
Strategic Knowledge
 
Strategic Knowledge
 +
 
Strategic Locations
 
Strategic Locations
 +
 
Supporting Goals
 
Supporting Goals
 +
 
Surprises
 
Surprises
 +
 
Survive
 
Survive
 +
 
Symmetric Goals
 
Symmetric Goals
 +
 
Symmetric Information
 
Symmetric Information
 +
 
Symmetric Resource Distribution
 
Symmetric Resource Distribution
 +
 
Symmetry
 
Symmetry
 +
 
Synchronous Games
 
Synchronous Games
 +
 
Team Balance
 
Team Balance
 +
 
Team Development
 
Team Development
 +
 
Team Elimination
 
Team Elimination
 +
 
Team Play
 
Team Play
 +
 
Tension
 
Tension
 +
 
The Show Must Go On
 
The Show Must Go On
 +
 
Third-Person Views
 
Third-Person Views
 +
 
Tick-Based Games
 
Tick-Based Games
 +
 
Tiebreakers
 
Tiebreakers
 +
 
Tied Results
 
Tied Results
 +
 
Tile-Laying
 
Tile-Laying
 +
 
Tiles
 
Tiles
 +
 
Time Limits
 
Time Limits
 +
 
Timing
 
Timing
 +
 
Tools
 
Tools
 +
 
Tournaments
 
Tournaments
 +
 
Traces
 
Traces
 +
 
Tradeoffs
 
Tradeoffs
 +
 
Trading
 
Trading
 +
 
Trans-Game Information
 
Trans-Game Information
 +
 
Transfer of Control
 
Transfer of Control
 +
 
Traverse
 
Traverse
 +
 
Turn Taking
 
Turn Taking
 +
 
Turn-Based Games
 
Turn-Based Games
 +
 
Ultra-Powerful Events
 
Ultra-Powerful Events
 +
 
Uncertainty of Information
 
Uncertainty of Information
 +
 
Uncommitted Alliances
 
Uncommitted Alliances
 +
 
Units
 
Units
 +
 
Unknown Goals
 
Unknown Goals
 +
 
Varied Gameplay
 
Varied Gameplay
 +
  
 
=== Left-overs from the book ===
 
=== Left-overs from the book ===
Line 341: Line 634:
 
==== Social NPC design with Petri ====
 
==== Social NPC design with Petri ====
 
Actions Have Social Consequences  
 
Actions Have Social Consequences  
 +
 
Binding Promises
 
Binding Promises
 +
 
Brokering  
 
Brokering  
 +
 
Competing for Attention  
 
Competing for Attention  
 +
 
Context Dependent Reaction  
 
Context Dependent Reaction  
 +
 
Eavesdropping
 
Eavesdropping
 +
 
Either You are with Me or against Me
 
Either You are with Me or against Me
 +
 
False Accusations  
 
False Accusations  
 +
 
Favor  
 
Favor  
 +
 
Fraction  
 
Fraction  
 +
 
Gain Allies  
 
Gain Allies  
 +
 
Gossip  
 
Gossip  
 +
 
Guide and Protect  
 
Guide and Protect  
 +
 
Hierarchical Fraction  
 
Hierarchical Fraction  
 +
 
Information Passing  
 
Information Passing  
 +
 
Internal Conflict  
 
Internal Conflict  
 +
 
Internal Rivalry  
 
Internal Rivalry  
 +
 
Linked Destinies  
 
Linked Destinies  
 +
 
Loyalty  
 
Loyalty  
 +
 
Maintaining Lies  
 
Maintaining Lies  
 +
 
Match-Making  
 
Match-Making  
 +
 
Memory of Important Events  
 
Memory of Important Events  
 +
 
My Enemy’s Enemy is my Friend  
 
My Enemy’s Enemy is my Friend  
 +
 
Others fortune affects own Mood  
 
Others fortune affects own Mood  
 +
 
Outcast  
 
Outcast  
 +
 
Outspoken Support  
 
Outspoken Support  
 +
 
Requesting Support  
 
Requesting Support  
 +
 
Social Gatekeeper  
 
Social Gatekeeper  
 +
 
Social Maintenance  
 
Social Maintenance  
 +
 
Social Norm  
 
Social Norm  
 +
 
Traitor
 
Traitor
  
Line 402: Line 725:
  
 
Delicate Phrasing
 
Delicate Phrasing
 
Social Norm
 
  
 
==== MMOG design by Jenny's master students ====
 
==== MMOG design by Jenny's master students ====

Revision as of 13:36, 8 November 2009

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

Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.

Patterns

From the cd-rom

Ability Losses

Achilles' Heels

Agents

Aim & Shoot


Alignment

Alliances

Alternative Reality

Anticipation


Area Control

Arithmetic Rewards for Investments

Asymmetric Abilities

Asymmetric Goals

Asymmetric Information

Asymmetric Resource Distribution

Asynchronous Games

Attention Swapping

Avatars

Balancing Effects

Betrayal

Betting

Bidding

Bluffing

Book-Keeping Tokens

Boss Monsters

Budgeted Action Points

Buttons

Cameras

Camping

Capture

Card Hands

Cards

Character Development

Characters

Chargers

Closed Economies

Closure Points

Clues

Cognitive Immersion

Collaborative Actions

Collecting

Collection

Combat

Combos

Committed Goals

Communication Channels

Competence Areas

Competition

Conceal

Configuration

Conflict

Connection

Consistent Reality Logic

Construction

Constructive Play

Consumers

Contact

Container

Continuous Goals

Controllers

Converters

Cooperation

Creative Control

Cut Scenes

Damage

Deadly Traps

Decreased Abilities

Dedicated Game Facilitators

Delayed Effects

Delayed Reciprocity

Delivery

Dexterity-Based Actions

Dice

Diminishing Returns

Direct Information

Discard Piles

Disruption of Focused Attention

Downtime

Drawing Stacks

Dynamic Alliances

Dynamic Goal Characteristics

Early Elimination

Easter Eggs

Eliminate

Emotional Immersion

Empowerment

Enclosure

Enemies

Ephemeral Goals

Evade

Excluding Goals

Experimenting

Exploration

Extended Actions

Extra-Game Actions

Extra-Game Consequences

Extra-Game Information

First-Person Views

Focus Loci

Fog of War

Freedom of Choice

Gain Competence

Gain Information

Gain Ownership

Game Masters

Game Mastery

Game Pauses

Game State Overview

Game World

Game World Navigation

Games within Games

Geometric Rewards for Investments

Ghosts

Goal Indicators

Goal Points

God Views

God's Finger

Guard

Handicaps

Handles

Helpers

Herd

Hierarchy of Goals

Higher-Level Closures as Gameplay Progresses

Hovering Closures

Identification

Illusion of Influence

Illusionary Rewards

Immersion

Imperfect Information

Improved Abilities

Inaccessible Areas

Incompatible Goals

Indirect Control

Indirect Information

Individual Penalties

Individual Rewards

Interferable Goals

Interruptible Actions

Investments

Invisible Walls

King of the Hill

Last Man Standing

Leaps of Faith

Levels

Limited Foresight

Limited Planning Ability

Limited Resources

Limited Set of Actions

Lives

Luck

Maneuvering

Memorizing

Meta Games

Moveable Tiles

Movement

Movement Limitations

Mule

Multiplayer Games

Mutual Goals

Narrative Structures

Near Miss Indicators

Negotiation

Never Ending Stories

New Abilities

No-Ops

Non-Renewable Resources

Obstacles

Optional Goals

Orthogonal Unit Differentiation

Outcome Indicators

Outstanding Features

Overcome

Ownership

Paper-Rock-Scissors

Parallel Lives

Penalties

Perceivable Margins

Perceived Chance to Succeed

Perfect Information

Persistent Game Worlds

Pick-Ups

Planned Character Development

Player Balance

Player Constructed Worlds

Player Decided Results

Player Defined Goals

Player Elimination

Player Killing

Player-Decided Distribution of Rewards & Penalties

Polyathlons

Power-Ups

Predefined Goals

Predictable Consequences

Preventing Goals

Privileged Abilities

Privileged Movement

Producer-Consumer

Producers

Progress Indicators

Public Information

Puzzle Solving

Quick Games

Race

Randomness

Reconfigurable Game World

Reconnaissance

Red Herrings

Red Queen Dilemmas

Renewable Resources

Replayability

Rescue

Resource Generators

Resource Locations

Resource Management

Resources

Reversability

Rewards

Rhythm-Based Actions

Right Level of Complexity

Right Level of Difficulty

Risk/Reward

Role Reversal

Roleplaying

Safe Havens

Save Points

Save-Load Cycles

Score

Secret Alliances

Secret Resources

Selectable Sets of Goals

Self-Facilitated Games

Sensory-Motoric Immersion

Shared Penalties

Shared Resources

Shared Rewards

Shrinking Game World

Single-Player Games

Skills

Smooth Learning Curves

Social Dilemmas

Social Interaction

Social Organizations

Social Statuses

Spatial Immersion

Spawn Points

Spawning

Spectators

Status Indicators

Stealth

Stimulated Planning

Storytelling

Strategic Knowledge

Strategic Locations

Supporting Goals

Surprises

Survive

Symmetric Goals

Symmetric Information

Symmetric Resource Distribution

Symmetry

Synchronous Games

Team Balance

Team Development

Team Elimination

Team Play

Tension

The Show Must Go On

Third-Person Views

Tick-Based Games

Tiebreakers

Tied Results

Tile-Laying

Tiles

Time Limits

Timing

Tools

Tournaments

Traces

Tradeoffs

Trading

Trans-Game Information

Transfer of Control

Traverse

Turn Taking

Turn-Based Games

Ultra-Powerful Events

Uncertainty of Information

Uncommitted Alliances

Units

Unknown Goals

Varied Gameplay


Left-overs from the book

New from various sources

IPerG: D5.8

1.1 Communication Channels 1.2 Social Interaction 1.3 Asynchronous Games 1.4 Memorabilia 1.5 Unmediated Social Interaction 1.6 Chat Forum 1.7 Coupled Games 1.8 Social Rewards 1.9 Configurable Gameplay Area 1.10 Late Arriving Players 1.11 Interruptability 1.12 Common Experiences 1.13 Game Element Trading 1.14 Hybrid Space 1.15 Social Skills 1.16 Real Life Activities Affect Game State 1.17 Heterogeneous Game Element Ownership 1.18 Asynchronous Collaborative Actions 1.19 Selectable Functional Roles 1.20 Negotiable Play Sessions 1.21 Negotiable Game Sessions 1.22 Negotiable Game Instance Duration 1.23 Negotiable Game Time Activity Blending Selectable Social Roles

NPC design with Petri

To be added


Social NPC design with Petri

Actions Have Social Consequences

Binding Promises

Brokering

Competing for Attention

Context Dependent Reaction

Eavesdropping

Either You are with Me or against Me

False Accusations

Favor

Fraction

Gain Allies

Gossip

Guide and Protect

Hierarchical Fraction

Information Passing

Internal Conflict

Internal Rivalry

Linked Destinies

Loyalty

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

Social Maintenance

Social Norm

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

Diegetically Consistent Dialogue

Context Dependent Dialogue

Gameplay Integrated Conversation

Illocutionary Interface

Location-Specific Dialogue

Character-Specific Dialogue

Colloquial Mastery

Delicate Phrasing

MMOG design by Jenny's master students

To be added

Pervasive games with Johan Peitz

To be added

Unknown

Persistant State World Fixed Real-World Exchange Rate Death game mönstret Point of No Return

New from working with the wiki

Private Game Spaces [Like Puerto Rico, Race to the Galaxy etc.] --Staffan Björk 16:10, 5 November 2009 (UTC)

Time Pressure [Surprised that this doesn't exist already, or have a missed one?] --Staffan Björk 08:36, 6 November 2009 (UTC)

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)

Acheivements [from many online games] --Staffan Björk 11:00, 8 November 2009 (UTC)

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

Gameplay Statistics [from rewriting high score lists] --Staffan Björk 12:28, 8 November 2009 (UTC)