Pattern Suggestion List

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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

Attention Swapping

Betting

Bidding

Bluffing (link to Surrendering as a possible wanted outcome of this in Poker etc)

Closed Economies

Closure Points

Cognitive Engrossment (<- Cognitive Immersion )

Collecting

Collections (<- Collection )

Committed Goals

Competition ( not Competitions )

Conceal

Configuration

Conflicts ( <- Conflict )

Connection

Constructive Gameplay ( <- Constructive Play )

Consumers

Contact

Containers

Continuous Goals

Converters

Creative Control

Deliver (<- Delivery)

Diminishing Returns

Direct Information

Disruption of Focused Attention

Temporary Alliances <- (Dynamic Alliances)

Dynamic Goal Characteristics

Eliminate (link to Game Element Removal)

Empowerment - should be related to Illusion of Influence

Enclosure

Extra-Game Actions

Extra-Game Information

Gain Information

Gain Ownership

Gameplay Mastery ( <- Game Mastery, include discussion on Unwinnable Games and Gygax's Role-Playing Mastery book)

Game State Overviews ( <- Game State Overview )

Goal Indicators

Check Points <- Goal Points

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

Leaps of Faith

Limited Foresight

Limited Planning Ability

Limited Resources <- Should be removed (but take info from old pattern)

Limited Set of Actions

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

Red Queen Dilemmas

Renewable Resources

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

Resource Locations

Resource Management

Reversibility ( <- Reversability)

Rewards (don't forget to link to Achievements

Risk/Reward (dynamic)

Role Reversal

Save Points

Secret Alliances

Secret Resources (link to Fog of War and Privileged Abilities)

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 )

Supporting Goals

Surprises (link to attention demanding)

Survive

Symmetric Goals

Symmetric Information

Symmetric Resource Distribution

Symmetry

Team Balance

Team Development

Team Elimination

Teams ( <- Team Play ) (including clans)

The Show Must Go On (link to Tick-Based Games)

Timing

Tournaments

Trade-Offs (<- Tradeoffs ; dynamic )

Trading

Trans-Game Information (don't forget Power Stone 2 and VMU; Spore; etc)

Transfer of Control (relate to Loss of Control and Helplessness)

Ultra-Powerful Events

Uncommitted Alliances

Unknown Goals

Varied Gameplay

Left-overs from the book

Distributed Rewards, Extra-Game Rewards, Flexible Game Element Set-Up, Judges, Mentorship, Perceivable Consequences, Possibility for Disinformation, Psychological Immersion, Reasonable Waiting Times, Saving, Secret Tactics

New from various sources

NPC design with Petri

Visual Body Damage

Dissectible Bodies (actually Fallout and New Vegas seem to have this, see http://kotaku.com/meet-the-guy-who-spent-seven-months-killing-everyone-in-1629588651)

Social NPC design with Petri

Binding Promises

Brokering

Competing for Attention

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 (now not only as output but also as input)

Thematically Consistent Dialogues (<- Diegetically Consistent Dialogue)

Context Dependent Dialogues ( <- Context Dependent Dialogue )

Gameplay Integrated Conversation ( <- Gameplay Integrated Conversation)

Illocutionary Interfaces ( <- Illocutionary Interface link to Puzzle Solving and System Exploration, split things from Chat Channels )

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 (also can apply to Units)

Upgradables (also can apply to Units)

Disposables

Enterables/Mountables

Suggested

Stealables

Dropables/Placables

Social Status Symbols

Unknown

Persistant State World

Fixed Real-World Exchange Rate

Death game mönstret

Point of No Return

New proposals from working with the wiki

Togetherness <- Mutual Experiences [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)

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 (dynamic; from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies; link to Red Queen Dilemma) --Staffan Björk 12:10, 7 December 2009 (UTC)

Negative Feedback Loops (dynamic; 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)

Group Belonging (L4D, aesthetics work) --Staffan Björk 11:06, 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)

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)

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

Exercise (<- 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)

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)

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

Kingmaker (wasn't this in the first collection?) (see wikipedia kingmaker scenario) --Staffan Björk 14:35, 18 April 2010 (UTC)

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

Conspiring (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-Based Social Statuses (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)

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)

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, related to Death Consequences, 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)

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, link to Higher-Level Closures as Gameplay Progresses) --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)

Pubstomping (duh, link to Dominant Strategy) --Staffan Björk 08:18, 20 February 2011 (CET)

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

Miniatures (duh) --Staffan Björk 18:27, 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 or Faucet/Drain) --Staffan Björk 10:14, 10 April 2011 (CEST)

Micromanagement (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)

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

Experience Points (duh, "Points used to measure a character’s progress towards a state where abilities or characteristics related to gameplay are improved.") --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)

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)

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)

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

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)

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)

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

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

User Accounts (duh) --Staffan Björk 21:52, 4 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, replace cards for abstract player constructs) --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)

Game Registration (signing up to play a game) --Staffan Björk 12:54, 1 October 2011 (CEST)

Fake Game Overs [Eternal Darkness, Arkham Asylum; thxs Orvar & Jonas - also check Fission Mailed on tvtropes.org, link to dark play paper?) --Staffan Björk 08:47, 2 October 2011 (CEST)

Leaning (giantbomb, cover systems) --Staffan Björk 20:30, 9 October 2011 (CEST)

Limited Repeats (rules against repeating same sequence of actions - e.g. Chess and Go) --Staffan Björk 14:35, 14 November 2011 (CET)

Predictable Gameplay Time ( measured in game state changes or player actions; carcarsonne, pandemic, most card games, board game with set number of turns, history of the world ) --Staffan Björk 10:02, 13 August 2012 (CEST)

Startgame (well... something with opening might work instead, anyway related to middlegame and endgame, gameplay arc pattern, add link to dominionstrategy.com piece "guide to the dominion base game") --Staffan Björk 10:23, 13 August 2012 (CEST)

Middlegame (duh, gameplay arc pattern) --Staffan Björk 10:23, 13 August 2012 (CEST)

Endgame (duh, add link to dominionstrategy.com piece "guide to the dominion base game", gameplay arc pattern) --Staffan Björk 10:23, 13 August 2012 (CEST)

Juicy Interfaces ( re Jesper Juul and Chaim Gingold) --Staffan Björk 14:13, 20 August 2012 (CEST)

Collectables (Erik Einebrandt) --Staffan Björk 15:32, 31 August 2012 (CEST)

Coaches (duh) --Staffan Björk 09:38, 31 October 2012 (CET)

Transmedia Games ?

Loss of Control (mech, when system takes over characters, units, etc. Panic in X-Com, failed fright checks and disadvantages in GURPs, related to Loss of Control?!?]] --Staffan Björk 14:27, 14 December 2012 (CET)

Lingering Effects (mechanical; from X-COM; multiturn effects, can give Time Limits) --Staffan Björk 14:27, 14 December 2012 (CET)

Instakills (dynamic; duh; X-COM Chryssalids, headshots in L4D series on ordinary infected; CS?) --Staffan Björk 10:10, 15 December 2012 (CET)

Task-Related Loadouts (dynamic; selecting equipment to fit mission/quest) --Staffan Björk 10:12, 21 December 2012 (CET)

Dominant Strategy (duh) --Staffan Björk 15:41, 7 January 2013 (CET)

Random Encounters --Staffan Björk (talk) 16:34, 20 May 2014 (CEST)

Save Files (duh) --Staffan Björk (talk) 10:00, 12 June 2014 (CEST)

Dialogue Trees (duh, see giant bomb also) --Staffan Björk (talk) 13:27, 12 June 2014 (CEST)

Pickup Groups (duh, WoW and our paper) --Staffan Björk (talk) 16:10, 14 June 2014 (CEST)

Social Status Indicators (relate to Game-Based Social Statuses and In-Game Memorabilia) --Staffan Björk (talk) 16:05, 19 June 2014 (CEST)

Gambling (duh) --Staffan Björk (talk) 10:25, 21 June 2014 (CEST)

Game Clients (duh) --Staffan Björk (talk) 10:49, 22 June 2014 (CEST)

Endgame (not Chess or Go, but the MMORPG thing) --Staffan Björk (talk) 13:46, 23 June 2014 (CEST)

Command Line Systems (chatting and giving system commands) --Staffan Björk (talk) 21:58, 27 June 2014 (CEST)

Voice-overs (as in movies) --Staffan Björk (talk) 11:45, 1 July 2014 (CEST)

Maps (2d-projections, game board that one moves on, links to Game World Exploration, Installations, Bases, Resource Locations, Location-Fixed Abilities, Territories, Quick Travel, Secondary Interface Screens, Mini-maps ) --Staffan Björk (talk) 12:17, 3 July 2014 (CEST)

Game Boards (duh, Maps most common form) --Staffan Björk (talk) 12:17, 3 July 2014 (CEST)

Disabilities (not having abilities others do) --Staffan Björk (talk) 13:32, 3 July 2014 (CEST)

Scapegoats (players blamed for things, a lost pattern) --Staffan Björk (talk) 12:14, 9 July 2014 (CEST)

Unmediated Social Interaction (somehow lost, many patterns relating to it) --Staffan Björk (talk) 18:39, 14 July 2014 (CEST)

Bleed (LARP, duh) --Staffan Björk (talk) 18:53, 17 July 2014 (CEST)

Glitch Usage (not easy to design for but...) --Staffan Björk (talk) 22:49, 17 July 2014 (CEST)

Secret Communication (hidden communication channels mostly) --Staffan Björk (talk) 12:33, 28 July 2014 (CEST)

Emotional Engrossment (lost somehow?) --Staffan Björk (talk) 18:00, 28 July 2014 (CEST)

Voice Channels? --Staffan Björk (talk) 21:45, 20 January 2015 (CET) Context Dependent Actions (from working with Context Dependent Reactions, see also http://www.giantbomb.com/context-sensitive/3015-190/)

Aftercare (from nordic larps) --Staffan Björk (talk) 19:52, 6 September 2014 (CEST)

Slow Landing (from nordic larps) --Staffan Björk (talk) 19:52, 6 September 2014 (CEST)

Cheat Sheets (duh) --Staffan Björk (talk) 20:08, 12 September 2014 (CEST)

Highlighting (from jonas paper) --Staffan Björk (talk) 09:19, 22 September 2014 (CEST)

Energy (resources that fuel actions) --Staffan Björk (talk) 09:42, 7 October 2014 (CEST)

Real-Time Performance (link to Player Unpredictability, Uncertainty of Outcome, Enactment, Roleplaying, etc.) --Staffan Björk (talk) 15:53, 3 January 2015 (CET)

Player Reading (link to Player Unpredictability , Bluffing, Negotiation, Enactment) --Staffan Björk (talk) 18:59, 8 January 2015 (CET)

TvT (team vs team gameplay, duh, Teams, PvE, PvP) --Staffan Björk (talk) 13:14, 15 January 2015 (CET)

Theorycrafting --Staffan Björk (talk) 00:27, 16 January 2015 (CET)

Possibility of Own Goals --Staffan Björk (talk) 15:33, 16 January 2015 (CET)

Comeback Mechanism (see http://www.giantbomb.com/comeback-mechanic/3015-7243/, link to Balancing Effects) --Staffan Björk (talk) 15:43, 16 January 2015 (CET)

Please Don't Quit (see http://www.giantbomb.com/please-dont-quit/3015-6507/games/) --Staffan Björk (talk) 15:43, 16 January 2015 (CET)

Permabanning (duh) --Staffan Björk (talk) 15:48, 16 January 2015 (CET)

Income (duh) --Staffan Björk (talk) 15:03, 18 January 2015 (CET)

Gamer Mode (Anders' PhD thesis, aesthetic pattern, relate to various types of Engrossment, Roleplaying) --Staffan Björk (talk) 09:25, 23 January 2015 (CET)

Complete Resource Depletion (resource no longer being available, Dominion strong example, Race for the Galaxy weak example, Endgame, Construction/Scoring Phase Shift) --Staffan Björk (talk) 09:53, 23 January 2015 (CET)

Automated Movement (a la Wastelands 2, gives Downtime) --Staffan Björk (talk) 22:04, 1 February 2015 (CET)

Serendipitous Finds (relate to Game World Exploration, Dialogues, finding things while doing other things) --Staffan Björk (talk) 11:39, 4 February 2015 (CET)

Espionage (?, relate to Gain Information, Stealth) --Staffan Björk (talk) 15:29, 4 February 2015 (CET)

Impassible Terrain (duh, relate to Inaccessible Areas) --Staffan Björk (talk) 11:14, 8 February 2015 (CET)

Non-Localized Resources (health, gold production in civ e.g.) --Staffan Björk (talk) 09:29, 9 February 2015 (CET)

Privileged Units (to tie Privileged Abilities to Units, civ with factions) --Staffan Björk (talk) 14:16, 9 February 2015 (CET)

Privileged Facilities (to tie Privileged Abilities to Units, civ with factions) --Staffan Björk (talk) 14:16, 9 February 2015 (CET)

Privileged Factions (to tie Privileged Abilities to Units, civ with factions) --Staffan Björk (talk) 14:16, 9 February 2015 (CET)

Maintenance Costs (link to Negative Feedback Loops) --Staffan Björk (talk) 14:58, 9 February 2015 (CET)

Reward Schemes (mappings of goals to rewards, e.g. tech trees, extra lives, even high score lists) --Staffan Björk (talk) 15:44, 9 February 2015 (CET)

Bases (duh, cities in civ e.g. but planets in some games, link to [[Installations))) --Staffan Björk (talk) 16:07, 9 February 2015 (CET)

Facilities (duh, building in civ e.g.) --Staffan Björk (talk) 16:07, 9 February 2015 (CET)

Diplomacy System (rules for diplomatic states) --Staffan Björk (talk) 09:52, 11 February 2015 (CET)

Tutorial System (duh, link to Quests through e.g. Civilization: Beyond Earth) --Staffan Björk (talk) 11:41, 11 February 2015 (CET)

Money Transformation Flow (from Johanna and Steven's master thesis; money in, money out) --Staffan Björk (talk) 20:10, 5 June 2015 (CEST)

Landscaping (found in Props pattern...) --Staffan Björk (talk) 12:30, 1 July 2015 (CEST)

Voice-overs (as in movies...) --Staffan Björk (talk) 23:05, 4 July 2015 (CEST)

Reserves (as in team sports) --Staffan Björk (talk) 13:48, 17 July 2015 (CEST)

Potentially too specific patterns (mainly from GiantBomb)

Camera Following Projectiles

Reticule Magnetism

Bullet Magnetism

Lock-on

Dynamic split-screen

Camera Shift

Boffer Combat (then also Ars Armandi etc.)