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  • ...nd Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]]. ...press clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.
    15 KB (2,126 words) - 07:08, 2 May 2024
  • Note: to make a new pattern, use the [[Gameplay Design Pattern Template]] [[Limited Resources]] <- Should be removed (but take info from old pattern)
    45 KB (6,258 words) - 09:28, 24 November 2023
  • == Using the pattern == ...[Selectable Set of Goals]] (which gives players a [[Freedom of Choice]] as long as they are aware of all parts of the set). The first levels of the ''Miles
    13 KB (1,922 words) - 08:07, 4 August 2022
  • == Using the pattern == ...ctions]] goal by simply requiring that the goals are reached many times as long as one assumed that players will reach a certain level of [[Gameplay Master
    8 KB (1,150 words) - 08:24, 4 August 2022
  • == Using the pattern == ...of the game state (other events may affect that part of the game state as long as all affect it in the same way or direction). Other ways of making [[Irre
    11 KB (1,619 words) - 08:25, 24 November 2015
  • == Using the pattern == ...turn Visits]], they force players into [[Risk/Reward]] calculations on how long they can stay away from the game.
    6 KB (888 words) - 10:03, 16 March 2018
  • == Using the pattern == ...akes [[Challenging Gameplay]] a [[:Category:Subjective Patterns|Subjective Pattern]]. Although the difficulty of a game is individual to each player, games ca
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...are at risk at once and gameplay continue without too much disturbance at long as some of them still remain. Since each of these can be said to be one of ...it from one point of a level to another. Which make it is not important as long as a sufficient number do.
    4 KB (699 words) - 22:40, 2 August 2011
  • ...ily stimulated [[:Category:Sports|Sports]] by requiring players to perform long sequences of [[Rhythm-Based Actions]], and the outcome was judged upon how == Using the pattern ==
    6 KB (852 words) - 08:28, 11 October 2022
  • ...time left to complete something, but may also not be presented at all (as long as players are made aware of the pressure at some point). However, the amou ...of finishing something as quickly as possible but avoiding failure for as long as possible.
    6 KB (933 words) - 09:05, 21 September 2016
  • == Using the pattern == ...through dying, in fact this is common in many early examples of using the pattern.
    11 KB (1,707 words) - 10:21, 15 March 2023
  • == Using the pattern == ...their own right (at least on a diegetic level), so a primary need for the pattern is to create such suitable game components. This is typically [[Avatars]] o
    22 KB (3,137 words) - 07:22, 8 April 2022
  • == Using the pattern == ...choosing when to play is modulated by how long the ticks are (although too long ticks can also cause [[Downtime]]).
    13 KB (1,995 words) - 08:24, 8 August 2015
  • ...Havens]] where [[Avatars]] can safely restock and shoot out at infected as long as the doors are closed. The exception to this is that Tanks can break down ...e group's abilities in different situations, e.g. sniping lone infected at long distances or meeting charging hordes in close-quarters battles. Although th
    26 KB (4,124 words) - 10:03, 13 May 2022
  • ...players can plan or perform certain actions while other put limits on how long the game as a whole can take. By doing so they can guarantee that the game == Using the pattern ==
    17 KB (2,648 words) - 09:05, 21 September 2016
  • ...nd ''Tank Burger'') while others require especially good successes (e.g. ''Long Distance Carrier'' and ''Wing and a Prayer'') or doing actions in specific == Using the pattern ==
    18 KB (2,669 words) - 08:02, 4 August 2022
  • ''Actions that take so long to complete that they require players to miss opportunities to perform othe == Using the pattern ==
    10 KB (1,419 words) - 08:55, 10 August 2016
  • The negotiation game [[So Long Sucker]] by John Nash requires players to provide help to other players to == Using the pattern ==
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...ave to have any concept of teams for [[Cooperation]] to be necessary; [[So Long Sucker]] and [[Diplomacy]] make players join up to beat other players only == Using the pattern ==
    15 KB (2,097 words) - 07:00, 8 April 2022
  • == Using the pattern == ...s]], and for [[Ephemeral Goals]] this may include when they appear and how long they exist.
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...r for players to make these commitments it can be good know in advance how long the game instance will be. Games can support this through being designed to == Using the pattern ==
    6 KB (1,007 words) - 09:15, 14 July 2015
  • == Using the pattern == ...earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its p
    8 KB (1,054 words) - 14:26, 25 August 2022
  • ...] include [[Diplomacy]], [[Illuminati]], [[Intrigue]], [[Junta]], and [[So Long Sucker]]. == Using the pattern ==
    24 KB (3,511 words) - 09:04, 21 September 2016
  • == Using the pattern == ...s to the overall challenges and therefore can provide [[Replayability]] as long as players are willing to change roles between game instances or game sessi
    13 KB (1,913 words) - 17:54, 13 March 2018
  • ...Games]] which offers players [[Further Player Improvement Potential]] for long period of time include team-based games such as [[Defense of the Ancients]] == Using the pattern ==
    6 KB (828 words) - 20:14, 11 August 2016
  • == Using the pattern == ...]] to be able to affect one's environment is probably the most fundamental pattern needed to create the appearance of [[Agents]] in a game. This since without
    13 KB (1,900 words) - 08:18, 26 September 2016
  • ...tween the two, and this is not the case in those situations. However, this pattern is described to be useful regardless if an abstract representation exists a ...and that it shouldn't matter for the games' definitions who participate as long as they match certain criteria.
    27 KB (4,016 words) - 18:14, 9 August 2016
  • == Using the pattern == ...can run into problems of having to many combinations, especially when the pattern is applied on many [[Characters]]. An alternative, which the [[Victoria 2]]
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...h hay or leaves (note that these are not examples of the [[Leap of Faith]] pattern since players know beforehand that they are safe to do). Birds are typicall
    8 KB (1,202 words) - 10:03, 13 May 2022
  • == Using the pattern == ...n cause [[Surprises]] or as effects of players' actions through use of the pattern [[Actions Have Diegetically Social Consequences]]. One example of this can
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ...Games]] in which this occurs include [[Diplomacy]], [[Intrigue]], and [[So Long Sucker]]. Some [[:Category:Board Games|Board Games]], e.g. [[Battlestar Gal == Using the pattern ==
    7 KB (1,057 words) - 07:53, 8 August 2015
  • ...ation between players rather than the more formalized cooperation that the pattern [[Teams]] describe.'' == Using the pattern ==
    4 KB (609 words) - 12:48, 18 March 2018
  • == Using the pattern == ...([[Dance Dance Revolution series]] and the [[Rock Band series]]), but the pattern can be used more generalized in [[Turn-Based Games]] or simply any game whe
    12 KB (1,784 words) - 13:03, 6 September 2016
  • ...the perk "Teamwork" can form up in combat to gain additional advantages as long as they stay close together. == Using the pattern ==
    6 KB (922 words) - 20:43, 31 July 2015
  • ...ons are allowed and others not allowed. Most traditional games follow this pattern by letting one player plan and then execute an action as a turn and then le ...structure which is associated with one player but no player needs to wait long between being able to act in the game.
    14 KB (2,082 words) - 08:26, 8 August 2015
  • == Using the pattern == ...pdate game states are restricted to one player at a time while the related pattern [[Turn-Based Games]] discusses the general effects of dividing games into d
    14 KB (2,101 words) - 09:28, 21 September 2016
  • ...e]] allows players to purchase houses which are [[Private Game Spaces]] as long as their owners retain control of the keys to them. == Using the pattern ==
    9 KB (1,300 words) - 08:26, 8 August 2015
  • == Using the pattern == ...ce Invaders]]. [[Speedruns]] is another, which is the keeping track of how long time it takes to complete levels or races in a game, and can be found in th
    6 KB (838 words) - 10:41, 6 July 2016
  • == Using the pattern == ...ts of [[Conditional Passageways]] need to first be possible after making a long journey, but when these are met player can return quickly.
    3 KB (507 words) - 07:17, 3 August 2015
  • ...-oriented computer games can be said to have an extremely weak form of the pattern through having just one abstract value, typically a health value. Examples == Using the pattern ==
    28 KB (3,740 words) - 11:15, 18 October 2022
  • == Using the pattern == [[Predetermined Story Structures]] is a common tool to provide players with a long-term goal not immediately accessible, but [[Diegetically Outstanding Featur
    19 KB (2,749 words) - 08:30, 27 August 2021
  • Note: ''This pattern uses players varyingly to signify those participating in a game or a meta g == Using the pattern ==
    7 KB (1,100 words) - 15:09, 19 March 2018
  • == Using the pattern == ...out the fundamental rules of cause and effect in computer games, about the long-term consequences of actions, or about the game state. For the first two ca
    10 KB (1,366 words) - 07:57, 11 August 2016
  • == Using the pattern == ...rary [[Enemies]]. In addition, these need either a fixed limitation on how long the hostile stance is maintained (which gives rise to an [[Ultra-Powerful E
    22 KB (3,194 words) - 08:51, 11 October 2022
  • == Using the pattern == ...player Online Games]], MUDs, such as [[Kingdoms]] or [[DragonMud]]) but as long as at least some players have [[Privileged Abilities]] to modify the game s
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...ulating the right places can continue to try ''Domestication attempts'' as long as they occupy the place and can do the ''Elder Expenditure'' action. == Using the pattern ==
    8 KB (1,270 words) - 11:07, 9 March 2018
  • [[Category:Long pattern]] == Using the pattern ==
    39 KB (5,769 words) - 08:28, 27 August 2021
  • == Using the pattern == ...mselves [[Predetermined Story Structures]] unless combined with some other pattern. The elements can be compartmentalized by [[Inaccessible Areas]] and [[Leve
    28 KB (3,879 words) - 09:27, 10 March 2018
  • == Using the pattern == ...Rules]] provides [[Freedom of Choice]] to players on a rules level and, as long as the decisions on which to use are in their hands instead of a [[Game Mas
    8 KB (1,206 words) - 21:07, 5 July 2015
  • == Using the pattern == ...s can be the basis for allowing [[Pottering]] activities within a game (as long as other aspects such as [[Tension]] is lacking from the experience). For g
    6 KB (945 words) - 12:56, 4 August 2015
  • == Using the pattern == ...layers individual goals against that of the group or [[Intrigue]] and [[So Long Sucker]] which more or less force players to betray each other. In [[Multip
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...an start simultaneously, most often because people are not willing to wait long enough. To avoid this problem, games can support [[Late Arriving Players]] == Using the pattern ==
    10 KB (1,520 words) - 07:32, 21 August 2015
  • ...for the players in that even though cooperation would be beneficial in the long run for all involved parties, the players' have the possibility to reaping ...have to stop barbarians from invading the empire. In [[Intrigue]] and [[So Long Sucker]] players do not have to cooperate but they game mechanics force the
    12 KB (1,731 words) - 07:28, 8 April 2022
  • ...game masters having the final authority but doing as the players' order as long as it is does not clash with the [[Companions|Companions']] natures. == Using the pattern ==
    12 KB (1,707 words) - 15:40, 6 August 2015
  • ...n, unlike most others, assume that players are humans - this is due to the pattern adopting the original name of the game type.'' ...tly influence the gameplay except for, respectively, when they play or how long they play.
    7 KB (1,098 words) - 15:08, 19 March 2018
  • [[Detective Structures]] is a typical pattern used in many First-Person Shooters, e.g. [[Half-Life series]] and [[Deus Ex However, games using third-person views can also make use of the pattern, with the [[Silent Hill series]] as one example. Although this may allow pl
    8 KB (1,056 words) - 09:21, 10 March 2018
  • ...when playing games are transferable to other fields have been argued for a long time. [[Go]] and [[Chess]] have been popular among nobility and military as == Using the pattern ==
    14 KB (2,108 words) - 10:09, 4 April 2018
  • == Using the pattern == The pattern of [[Internal Conflicts]] can be applied in many different ways: on individ
    11 KB (1,576 words) - 11:03, 18 March 2018
  • ...through other means, than other types of conflicts which may make it take long time to resolve or be more or less impossible to end. [[Internal Rivalry]] == Using the pattern ==
    11 KB (1,592 words) - 08:54, 11 October 2022
  • ...-Player Game]] where a second player can join at any point and play for as long as wanted. == Using the pattern ==
    19 KB (2,687 words) - 15:06, 8 August 2015
  • == Using the pattern == ...g as not the real world itself does not represent the [[Game Worlds]], the pattern implies a use of [[Mediated Gameplay]].
    29 KB (4,196 words) - 21:55, 19 March 2018
  • == Using the pattern == ...but buying chips for gambling games can be seen the oldest example of the pattern and instead relies on the fact that these games have [[Extra-Game Consequen
    6 KB (908 words) - 07:59, 8 August 2015
  • ...possibility of helping each other even if they are not in the same team as long as they are not directly in opposition. When the game does not provide mech ...tacks in [[Diplomacy]] can be successful without help from others, in [[So Long Sucker]] players need help from others and must convince them to rely on [[
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...he corresponding events in the real world and have to be completed not too long after the real world events end. [[CityVille]] also starts "combo counters" == Using the pattern ==
    11 KB (1,579 words) - 23:27, 17 March 2018
  • == Using the pattern == ...ce [[Limited Gameplay Time]] to ensure that the main game doesn't take too long time or that the [[Minigames]] don't take too much proportionally of the ti
    8 KB (1,141 words) - 15:51, 15 August 2016
  • ...llenges of [[Speedruns]] and those required by rules in racing games, this pattern make not distinction between the two as the design options between requirin == Using the pattern ==
    8 KB (1,193 words) - 08:20, 6 November 2019
  • ...ally consist of giving them long-term goals, even if they may primarily be long-term in the diegesis. This also applies for [[:Category:Live Action Rolepla ...video game) series|Civilization series]] encourage players to put together long-term plans for how their civilizations should develop. [[:Category:Multipla
    8 KB (1,142 words) - 16:39, 19 January 2018
  • == Using the pattern == ...rall, [[Evolving Rule Sets]] tend to give rise to [[Complex Gameplay]] and long as the rule set is sufficiently large; it does this either through forcing
    8 KB (1,257 words) - 12:01, 6 April 2018
  • ...ory:Real-Time Games|Real-Time Games]] instead uses [[Eliminate]]. For this pattern collection, [[Eliminate]] is seen as a more specific form of [[Capture]] du == Using the pattern ==
    11 KB (1,588 words) - 08:45, 4 August 2022
  • == Using the pattern == ...kill requirements to support [[Gameplay Mastery]] and can let players play long enough to develop it, this ability to train may make it difficult to provid
    15 KB (2,038 words) - 10:37, 23 November 2015
  • == Using the pattern == ...between people, independent of if it is just a particular game event or a long more open-ended encounter.
    7 KB (963 words) - 12:06, 19 March 2018
  • == Using the pattern == ...may also provide them with an [[Exaggerated Perception of Influence]]. As long as the gifts are being given to other players, they are a form of [[Social
    3 KB (460 words) - 11:37, 13 July 2015
  • ...st - they may be for social reasons or the hope of help in return - but as long as they don't automatically provide a benefit they may best be, or ought to == Using the pattern ==
    5 KB (783 words) - 15:39, 4 August 2015
  • == Using the pattern == ...ly because they want to have a certain number of players at all times, the pattern is commonly used in [[Massively Single-Player Online Games]] and [[Massivel
    8 KB (1,231 words) - 08:34, 18 January 2015
  • ...nly occur for a short period of time, although an ''Atari'' may persist as long as both players leave it. == Using the pattern ==
    4 KB (552 words) - 09:51, 24 January 2012
  • == Using the pattern == ...al world events affecting gameplay, which can be seen as a version of this pattern. Games with [[Pervasive Gameplay]] similarly more or less guarantee that ma
    5 KB (716 words) - 12:04, 14 March 2012
  • For the purpose of this pattern, the common ratio is assumed to be larger than 0 (progression shifting from == Using the pattern ==
    7 KB (950 words) - 10:31, 23 November 2015
  • ...is series]] can contain periods of intense warfare, but between these have long periods where players mainly set smaller independent goals for themselves a == Using the pattern ==
    9 KB (1,340 words) - 10:35, 18 March 2018
  • == Using the pattern == ...e [[Luck]] without requiring any other aspects of the game, this makes the pattern useful for modulate [[Quick Games]].
    7 KB (1,024 words) - 17:00, 8 July 2016
  • == Using the pattern == ...ach game session can be achieved through [[Reconfigurable Game Worlds]] as long as players do not have complete overview of the whole gameplay area, e.g. t
    10 KB (1,464 words) - 11:28, 9 March 2018
  • == Using the pattern == ...ated through the use of [[Global High Score Lists]] or [[Achievements]] as long as they can be accessed by others (they can be especially appropriate for [
    5 KB (720 words) - 07:59, 8 August 2015
  • ...aining the same alter ego for prolonged period of times usually means that long-time players show their normal selves. == Using the pattern ==
    4 KB (585 words) - 10:19, 13 July 2015
  • == Using the pattern == ...s]] to failing [[Quests]] make the [[Quests]] into [[Committed Goals]] (as long as they are [[Optional Goals]]), and thereby making the choice of accepting
    10 KB (1,303 words) - 10:09, 13 May 2022
  • == Using the pattern == ...tivates them to use other actions while the [[Cooldown]] is in effect, the pattern also promotes [[Varied Gameplay]] and [[Stimulated Planning]] in how and wh
    6 KB (902 words) - 13:15, 26 August 2015
  • ...: Oblivion]] dominates the Imperial City of Cyrodiil, and can be seen from long distances when players travel in the wilderness of the game world. == Using the pattern ==
    3 KB (493 words) - 13:34, 21 July 2016
  • ''Note: this pattern describes diegetic vehicles that can be entered or mounted to ease travel. == Using the pattern ==
    9 KB (1,218 words) - 13:52, 21 July 2016
  • ...areas which slows movement and causes damage when one is submerged for too long without any breathing support, and have other areas tainted with radioactiv == Using the pattern ==
    12 KB (1,715 words) - 11:18, 18 October 2022
  • == Using the pattern == ...future locations. Any element in a [[Game Worlds|Game World]] can work as long as they are [[Diegetically Outstanding Features]] in some fashion, and this
    4 KB (598 words) - 13:45, 21 July 2016
  • == Using the pattern == ...tures]]. This may be make these [[Clues]] examples of the [[Red Herrings]] pattern, used to trick players into actions that are against their low-level goals
    13 KB (1,835 words) - 13:36, 21 July 2016
  • == Using the pattern == ...specific [[Powers]] or abilities before their [[Characters]] have them (as long as no other [[Characters]] have them earlier). For games that rely on playe
    14 KB (1,906 words) - 21:27, 18 March 2018
  • == Using the pattern == ...ell as new players being compared to those that have played the game for a long time.
    7 KB (876 words) - 21:28, 18 March 2018
  • ...y few choices in each moment of gameplay and players need to set their own long-term goals. == Using the pattern ==
    5 KB (692 words) - 14:33, 6 July 2015
  • == Using the pattern == ...tain pattern in activation, allows players to bypass or deactivate them as long as they successful with [[Timing]] or [[Rhythm-Based Actions]]. The second
    11 KB (1,586 words) - 08:04, 27 July 2015
  • ...sadvantages and vice versa. Besides giving designers more control over how long time a game should last, this can hinder losing players from having to endu == Using the pattern ==
    14 KB (1,988 words) - 12:41, 18 October 2022
  • == Using the pattern == ...thereby instantiating [[Varying Rule Sets]], or may have complex and have long-term consequences on gameplay. Depending on how the [[Switches]] handle sta
    6 KB (850 words) - 13:50, 21 July 2016
  • == Using the pattern == ...games that do not strive to be (initially) historical, this means that the pattern is modulated by [[Alternative Realities]]. Examples of games that avoid [[A
    23 KB (3,301 words) - 09:05, 8 April 2022
  • == Using the pattern == ...Manipulation]], as for example found in [[Braid]], is another example of a pattern that does not need to break [[Temporal Consistency]]; this since those game
    9 KB (1,327 words) - 09:05, 8 April 2022
  • == Using the pattern == ...is easier if they have [[Predictable Consequences]] and in this sense that pattern supports [[Strategic Knowledge]], but knowing the distributions of outcomes
    15 KB (2,114 words) - 07:04, 8 April 2022
  • ...action is going to be performed or what effects an action can have in the long term. A game can also be predictable in another sense if players can antici == Using the pattern ==
    15 KB (2,228 words) - 16:05, 3 October 2016
  • ...eir status. They focus gameplay to certain parts and allow players to make long-term plans based on their specific characteristics. ...ies in the [[Civilization (video game) series|Civilization series]] are of long-term strategic value. Besides the resources produced and the population of
    9 KB (1,144 words) - 10:26, 1 December 2022

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