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''.
 
A page collecting patterns whose name has been changed since the book ''Patterns in Game Design''.
  
[[Diegetic Consistency]] ( <- Consistent Reality Logic)
+
[[Actions Have Diegetically Social Consequences]] (<- [[Actions Have Social Consequences]])
  
[[Emotional Attachment]] (<- Emotional Immersion)
+
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
  
[[Exaggerated Perception of Influence]] <- Perception of Influence  - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
+
[[Diegetic Consistency]] ( <- Consistent Reality Logic)
 
+
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents)
+
  
 
[[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
 
[[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
Line 13: Line 11:
 
[[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?)
  
[[Player-Planned Character Development]] (<- Planned Character Development)
+
[[Emotional Attachment]] (<- Emotional Immersion)
  
[[Player Created Game Elements]] ( <- Player Constructed Worlds )
+
[[Exaggerated Perception of Influence]] <- Perception of Influence  - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
  
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
+
[[Game State Indicators]] (<- Status Indicators)
  
[[Public Player Statistics]] (<- replacing ''Social Statuses'' since this is more under the control of designers)
+
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents)
 +
 
 +
[[Player Created Game Elements]] ( <- Player Constructed Worlds )
 +
 
 +
[[Player-Planned Character Development]] (<- Planned Character Development)

Revision as of 08:57, 6 December 2010

A page collecting patterns whose name has been changed since the book Patterns in Game Design.

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?)

Diegetic Consistency ( <- Consistent Reality Logic)

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

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

Emotional Attachment (<- Emotional Immersion)

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

Game State Indicators (<- Status Indicators)

Mules (<- Mule and absorbed Substitutional Algorithmic Agents)

Player Created Game Elements ( <- Player Constructed Worlds )

Player-Planned Character Development (<- Planned Character Development)