Difference between revisions of "Renamed Patterns"

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A page collecting patterns whose name has been changed since the book ''Patterns in Game Design''.
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A page collecting some of the patterns whose name has been changed since the book ''Patterns in Game Design'' (the ones with the most significant changes).
  
 
[[Actions Have Diegetically Social Consequences]] (<- [[Actions Have Social Consequences]])
 
[[Actions Have Diegetically Social Consequences]] (<- [[Actions Have Social Consequences]])
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[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
 
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
  
[[Diegetic Consistency]] ( <- Consistent Reality Logic)
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[[Complex Gameplay]] (<- Right Level of Complexity)
  
[[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
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[[Connection]] (<- merged with Contact)
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[[Thematic Consistency]] ( Diegetic Consistency <- Consistent Reality Logic)
  
 
[[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?)
 
[[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?)
  
[[Emotional Attachment]] (<- Emotional Immersion)
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[[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
 +
 
 +
[[Emotional Engrossment]] (<- Emotional Immersion)
  
 
[[Exaggerated Perception of Influence]] <- Perception of Influence  - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
 
[[Exaggerated Perception of Influence]] <- Perception of Influence  - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
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 +
[[Extra Chances]] (<- Rerolls)
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 +
[[Functional Roles]] ( <- Selectable Functional Roles )
  
 
[[Game State Indicators]] (<- Status Indicators)
 
[[Game State Indicators]] (<- Status Indicators)
  
[[Game Worlds]] <- Game World
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[[Game World Exploration]] (<- Exploration)
  
 
[[Geometric Progression]] ( <- Geometric Rewards for Investments)
 
[[Geometric Progression]] ( <- Geometric Rewards for Investments)
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 +
[[Goal Hierarchies]] ( <- Hierarchy of Goals )
  
 
[[Handicap Systems]] ( <- Handicaps )
 
[[Handicap Systems]] ( <- Handicaps )
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 +
[[Hands]] (<- Card Hands - since it can contain tiles also... )
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 +
[[Minigames]] (<- Games within Games)
  
 
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents)
 
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents)
  
[[Narration Structures]] (<- Narrative Structures ]
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[[Narration Structures]] (<- Narrative Structures ) - break out parts that have to do with [[Predetermined Story Structures]]
 +
 
 +
[[Orthogonal Differentiation]] (<- Orthogonal Unit Differentiation)
 +
 
 +
[[Pervasive Gameplay]] ( <- Activity Blending )
  
 
[[Player Created Game Elements]] ( <- Player Constructed Worlds )
 
[[Player Created Game Elements]] ( <- Player Constructed Worlds )
  
[[Player-Planned Character Development]] (<- Planned Character Development)
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[[Player-Decided Distributions]] (<- Player-Decided Distribution of Rewards & Penalties)
  
[[Minigames]] (<- Games within Games)
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[[Player-Decided Results]] (<- Player Decided Results)
  
[[Extra Chances]] (<- Rerolls)
+
[[Player-Planned Development]] (<- Planned Character Development)
 +
 
 +
[[Selectable Set of Goals]] (<- Selectable Sets of Goals)
 +
 
 +
[[Switches]] (<-Buttons)
 +
 
 +
[[Trade-Offs]] (<- Tradeoffs)
 +
 
 +
[[Ubiquitous Gameplay]] ( <- Decontextability )

Latest revision as of 15:59, 3 October 2016

A page collecting some of the patterns whose name has been changed since the book Patterns in Game Design (the ones with the most significant changes).

Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences)

Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)

Complex Gameplay (<- Right Level of Complexity)

Connection (<- merged with Contact) Thematic Consistency ( Diegetic Consistency <- Consistent Reality Logic)

Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)

Diegetically Outstanding Features <- Outstanding Features (and can be for specific game elements also, and might be manipulated)

Emotional Engrossment (<- Emotional Immersion)

Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )

Extra Chances (<- Rerolls)

Functional Roles ( <- Selectable Functional Roles )

Game State Indicators (<- Status Indicators)

Game World Exploration (<- Exploration)

Geometric Progression ( <- Geometric Rewards for Investments)

Goal Hierarchies ( <- Hierarchy of Goals )

Handicap Systems ( <- Handicaps )

Hands (<- Card Hands - since it can contain tiles also... )

Minigames (<- Games within Games)

Mules (<- Mule and absorbed Substitutional Algorithmic Agents)

Narration Structures (<- Narrative Structures ) - break out parts that have to do with Predetermined Story Structures

Orthogonal Differentiation (<- Orthogonal Unit Differentiation)

Pervasive Gameplay ( <- Activity Blending )

Player Created Game Elements ( <- Player Constructed Worlds )

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

Player-Decided Results (<- Player Decided Results)

Player-Planned Development (<- Planned Character Development)

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

Switches (<-Buttons)

Trade-Offs (<- Tradeoffs)

Ubiquitous Gameplay ( <- Decontextability )