Search results

Jump to: navigation, search
  • ...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
  • ...s of characters from servers). These connotations are not included in this pattern but see the entry<ref name="wow"/> on the WoWWiki for more information abou ...not respawn after being killed. This does not hinder them from playing for long however, since matches usually are pretty short and all players spawn when
    7 KB (1,048 words) - 11:22, 26 July 2016
  • == Using the pattern == ...vileged Movement]] can be privileged even if many game elements have it as long as not all have it. Examples of ways which [[Privileged Movement]] can affe
    7 KB (1,034 words) - 13:32, 26 July 2015
  • Players of [[Diplomacy]], [[So Long Sucker]], and iterated [[Prisoner's Dilemma]] games can form [[Symbiotic Pl == Using the pattern ==
    5 KB (744 words) - 07:48, 14 August 2019
  • == Using the pattern == ...changes in physical location. Since they quite often represent travel over long distances or significant jumps forward in diegetic time, they are quite oft
    6 KB (892 words) - 14:23, 12 August 2015
  • ...rlds are larger, one option is to create an [[Illusion of Open Space]]. As long as this illusion can be maintained, players can both have a sense that a ga == Using the pattern ==
    6 KB (887 words) - 07:02, 3 August 2015
  • ...o fight back. This is especially true when the attacks can be done at very long ranges or it is difficult to detect from where the attack came. [[Sniper Lo ...s many features in their game worlds that can be used to attack enemies at long distances and in relative safety. This is also encouraged by the presence o
    7 KB (979 words) - 10:24, 1 December 2022
  • == Using the pattern == ...es|Sidegrade]] is scopes, which may provide more accuracy when shooting at long ranges but make it more difficult to use weapons in close-quarters battles.
    4 KB (493 words) - 10:17, 13 August 2016
  • ...to attract or repel other objects instead of shooting them - here also as long as one has ammunition. == Using the pattern ==
    6 KB (895 words) - 11:35, 14 July 2011
  • ...ad the zombie disease just like other zombies, which does not aid in their long-term success in the game. == Using the pattern ==
    14 KB (2,006 words) - 11:51, 21 March 2018
  • == Using the pattern == ...lly set so that players at least get to place two or three [[Tokens]] (the pattern [[Role Selection]] basically supersedes [[Token Placement]] if one can only
    5 KB (792 words) - 13:25, 9 April 2018
  • == Using the pattern == ...fect these patterns ([[Character Classes]] is perhaps the most influential pattern related to this).
    6 KB (883 words) - 08:56, 4 September 2014
  • Some games with game worlds have places that provide benefits to players as long as they are in them. When these benefits consist of recharging resources or == Using the pattern ==
    4 KB (601 words) - 08:05, 17 June 2022
  • ...atch as spectators. [[Battlefield series]] allow players to spawn again as long as their teams have "tickets" left, making teams share the amount of [[Live == Using the pattern ==
    8 KB (1,237 words) - 11:31, 18 October 2022
  • == Using the pattern == ...through [[Surrendering]] it may be worth considering what to modulate this pattern even if one tries to minimize the risks of players [[Surrendering]] and the
    11 KB (1,534 words) - 13:01, 25 August 2022
  • == Using the pattern == ...wn at their point of death. While this somewhat reduced how noticeable the pattern is, it may provides continuation but at the expense of potentially causing
    10 KB (1,398 words) - 09:21, 21 September 2016
  • ...>, also need to be followed and can in fact be more important to follow as long as failure to follow the formalized rules are unintentional (see Myers 2008 == Using the pattern ==
    6 KB (883 words) - 14:44, 19 March 2018
  • == Using the pattern == ...activity. The weapons typically need to be powerful and able to work at a long range but do not have to be fast as "campers" are usual well-prepared. The
    6 KB (930 words) - 13:48, 7 September 2020
  • ...ames. [[Early Elimination]] occurs when one or more players are eliminated long before the games end, forcing them to have extended periods of times when t == Using the pattern ==
    6 KB (961 words) - 16:19, 25 July 2015
  • == Using the pattern == ...ge]] (and as a consequences also [[Health]]) it can also work against that pattern when entities are completely protected from all types of [[Damage]] and thi
    7 KB (946 words) - 19:32, 9 September 2014
  • The idea of placing your soul or heart in a jar to become unkillable as long as the jar is not destroyed is a common feature in folklore. Both [[Dungeon == Using the pattern ==
    6 KB (827 words) - 20:53, 26 March 2018
  • ...d four players fighting monsters in dungeons and lets gameplay continue at long as at least one player in still in the game. == Using the pattern ==
    12 KB (1,631 words) - 08:04, 26 August 2021
  • == Using the pattern == ...s]]). The first three can maintain a [[Diegetic Consistency]], but only as long as the actions they provide are restricted by the [[Alternative Realities]]
    10 KB (1,448 words) - 14:33, 19 January 2018
  • == Using the pattern == ...n Views]] most often lock on to [[Avatars]] or [[Units]], the [[Killcams]] pattern shows the bullets can also be used.
    10 KB (1,421 words) - 07:43, 8 April 2022
  • ''Note:'' this pattern shared the same definition as [[Tiles]] since the difference primarily conc ''Note:'' this pattern does not deal with the tiles that may be used to construct the [[Chess]] bo
    9 KB (1,271 words) - 13:16, 21 July 2016
  • == Using the pattern == ...nt]] in possible and that it is possible to get lost or take unnecessarily long routes. For the last requirement, [[Traverse]] does not always give rise to
    9 KB (1,268 words) - 09:30, 15 July 2016
  • == Using the pattern == ...vents]]. Simply being able to move game items can be one way to create the pattern, it is more easily discerned by players when [[Construction]], [[Destructib
    4 KB (533 words) - 08:04, 17 July 2014
  • ...ts]], today most commonly in distances such as 100 meter or 400 meter, and long-distance competitions such as [[Marathons]] are classical examples of [[Rac == Using the pattern ==
    12 KB (1,789 words) - 07:50, 27 September 2016
  • == Using the pattern == ...the location of the goal area adds a [[Gain Information]] component to the pattern, and this forces players to engage in [[Game World Exploration]]. The use o
    12 KB (1,839 words) - 07:47, 20 May 2022
  • This pattern is a still a stub. ''Note:'' this pattern exists in many design pattern collections for interaction design. However, being related quite specifical
    4 KB (492 words) - 09:33, 14 January 2015
  • ...an usually provide players with gameplay whenever players what and for how long they want. One exception to this is that they may have to load data when pl == Using the pattern ==
    3 KB (422 words) - 09:34, 14 January 2015
  • == Using the pattern == ...players being able to feel [[Luck]] while being in [[Combat]] (at least as long as they are the one getting [[Critical Hits]] and not being hit by them). T
    4 KB (587 words) - 10:27, 6 March 2018
  • ...f a game can be traced back much further. Track and field events such as [[Long Jump]] and [[Shot Put]] requires players to take turns "interacting" with t The site GiantBomb has a long list of games supporting [[Hotseating]]<ref name="gb"/>.
    6 KB (827 words) - 13:47, 21 August 2015
  • ...ayed in most places, and can be said to support [[Ubiquitous Gameplay]] as long as one has others to play with and the games are not perceived as disruptiv == Using the pattern ==
    13 KB (1,962 words) - 08:25, 2 September 2014
  • ...s Gameplay]] are defined to describe different aspects of gameplay in this pattern collection. == Using the pattern ==
    8 KB (1,084 words) - 10:43, 26 July 2016
  • ...the oldest examples of [[Dexterity-Based Actions]]. While some, e.g. the [[Long Jump]] and [[Sprints]], depend relatively little on other factors the physi ...ntal challenges, this mapping is false for many reasons. Relevant for this pattern, many games than are not considered sports do require [[Dexterity-Based Act
    9 KB (1,203 words) - 08:07, 8 August 2015
  • == Using the pattern == ...ave [[Time Limited Game Instances]] players can have good control over how long time the [[Meta Games]] should take. [[High Score Lists]] and [[Speedruns]]
    12 KB (1,735 words) - 07:55, 4 August 2022
  • ...t [[PvP]] has assumptions of being optional and being combat-related, this pattern describes the concept based only around the core definition. == Using the pattern ==
    7 KB (1,027 words) - 18:51, 3 August 2015
  • Typical examples of the pattern can be found in [[:Category:Strategy Games|Strategy Games]] where the units == Using the pattern ==
    8 KB (1,105 words) - 13:49, 26 March 2018
  • == Using the pattern == ...remove the presence of the pattern from a game ([[Converters]] may work as long as the material being converted is a [[Steadily Decreasing Resources]]). Se
    4 KB (671 words) - 08:49, 11 October 2022
  • Since it is often difficult to know exactly how long play sessions will take, players often have to interrupt their gameplay at == Using the pattern ==
    6 KB (876 words) - 17:30, 15 July 2016
  • == Using the pattern == ...ive Action Roleplaying Games|LARPs]] do - these can be the same thing. The pattern is most typically achieved through [[Tiles]] for [[Game Worlds]] while mark
    3 KB (503 words) - 10:22, 24 August 2012
  • ...on players' ability to influence each other include [[Intrigue]] and [[So Long Sucker]]. Less aggressive, [[Container]] and [[Settlers of Catan]] are exam == Using the pattern ==
    4 KB (605 words) - 15:57, 8 February 2019
  • ''Support for individual players to be able to decide how long their play sessions should be without negatively affecting the outcome or g ...over several play sessions. Players may have different preferences on how long these should be, and individual players may change their preferences from p
    6 KB (873 words) - 14:48, 19 March 2018
  • Players of any game may have preferences on how long the game should take to complete, and this may change between each time the ''Note: This pattern is based upon the [[Underlying_Assumptions_and_Concepts#Game Sessions|Game
    6 KB (901 words) - 14:47, 19 March 2018
  • ...he characteristics that affect is people are willing to play a game is how long time they will have to commit to for its gameplay. Games where the players ...rounds to play, they also explicitly state that players can change this as long as all players agree upon this before the game starts.
    4 KB (592 words) - 07:04, 14 April 2022
  • == Using the pattern == ...] is one of the most accessible ways of creating [[Pervasive Gameplay]] as long as the speed of moving can fit within what is socially acceptable.
    5 KB (614 words) - 10:44, 26 July 2016
  • == Using the pattern == ...ert the pattern in a game. [[Time Limits]] can be used to restrict for how long players have to be able to maintain a certain activity and thereby the requ
    5 KB (707 words) - 08:07, 8 August 2015
  • == Using the pattern == ...equire [[Extended Actions]], and making the events continuously trigger as long as players perform the [[Extended Actions]] of being in the proximity. Whil
    5 KB (652 words) - 09:43, 23 October 2012
  • == Using the pattern == ...[Social Adaptability]] can also be supported by letting players decide how long the game should take; [[Negotiable Game Sessions]] and [[Negotiable Game In
    9 KB (1,432 words) - 10:25, 13 July 2015
  • ...[[Scenes]], many [[:Category:Computer Games|Computer Games]] exhibits the pattern also. [[:Category:Adventure Games|Adventure Games]] are among those that mo == Using the pattern ==
    6 KB (846 words) - 09:33, 26 June 2016
  • ...telling them what they need to know before gameplay begins. Likewise, the long-term consequences of actions and events may not be clear to players and [[S == Using the pattern ==
    4 KB (560 words) - 07:56, 23 October 2014
  • ...provinces, incorporating vassals, and breaking royal marriages. Due to the long time scale of the games the modifiers decrease over time with different rat == Using the pattern ==
    4 KB (537 words) - 19:50, 14 August 2014
  • == Using the pattern == ...r scarcity or abundance is often critical to how they affect gameplay. The pattern [[Limited Resources]] looks in more detail into the cases where individual
    19 KB (2,668 words) - 13:27, 1 April 2022
  • ...rees of players leaving a game when they perceive that they cannot win but long before the gameplay is intended to end. This is called "ragequitting" when == Using the pattern ==
    4 KB (617 words) - 06:40, 27 August 2021
  • == Using the pattern == ...players regarding their [[Scores]]. It is commonly used in games with the pattern [[Winner determined after Gameplay Ends]].
    3 KB (504 words) - 14:14, 26 July 2016
  • [[Intrigue]] and [[So Long Sucker]] are games that are noted for causing players to become irritated a == Using the pattern ==
    8 KB (1,131 words) - 09:17, 21 September 2016
  • ''The event which makes a player no long able to participate in the gameplay of a game instance.'' == Using the pattern ==
    4 KB (578 words) - 09:05, 21 September 2016
  • ...e]] and [[World of Warcraft]] have some players beginning to play the game long after others have stopped playing. == Using the pattern ==
    4 KB (503 words) - 19:44, 2 July 2015
  • ...g "develop" and "settle" phases even if they cards played are not the best long-term investments. == Using the pattern ==
    4 KB (604 words) - 08:10, 8 August 2015
  • ...ng the exact positions of the other players' piece. [[Diplomacy]] and [[So Long Sucker]] both depend on players not knowing how well they can trust other p == Using the pattern ==
    6 KB (805 words) - 12:04, 26 August 2021
  • == Using the pattern == ...players have simultaneous and synchronized turns but unless the ticks are long players the presence of [[The Show Must Go On]] can work directly against [
    7 KB (946 words) - 19:44, 2 July 2015
  • == Using the pattern == ...]] among players by hindering other players from blocking gameplay for too long. [[Late Arriving Players]] removes the need for some players to have [[Down
    9 KB (1,216 words) - 13:23, 27 August 2015
  • == Using the pattern == ...Downtime]] already). One way of modulating [[Game Pauses]] is to limit how long they can be, that is, connect [[Time Limits]] to them. Another, very common
    7 KB (988 words) - 11:07, 26 July 2016
  • ''Real-time games which have sufficiently long intervals between update phases to let players make use of these for planni ...e the updates to the game states take place at regular intervals which are long enough for players to perceive them and make use of them for planning or fo
    5 KB (779 words) - 15:49, 18 July 2015
  • ...one person can perform actions they only have [[Synchronous Gameplay]] as long as the other player perceives him- or herself as engaged in the game throug == Using the pattern ==
    5 KB (677 words) - 11:59, 17 July 2015
  • ...ifficult to keep track of whose turn it is, for example due to turns being long, breaks have been taken, or players get to perform actions in other players == Using the pattern ==
    2 KB (278 words) - 15:37, 17 July 2015
  • == Using the pattern == ...ination]] is difficult to combine with [[Quick Games]] as these seldom are long enough to contain phases.
    3 KB (384 words) - 14:21, 27 July 2015
  • == Using the pattern == How long [[Exploitation]] phases should continue depend mainly on when other phases
    4 KB (518 words) - 16:35, 2 August 2015
  • Note: ''The pattern dealing with additional content to games is the similarly named ''[[Expansi == Using the pattern ==
    4 KB (632 words) - 10:14, 27 July 2015
  • ...eons & Dragons]], the various games using the [[Storytelling System]], and long-lasting [[:Category:Live Action Roleplaying Games|LARP]] campaigns (as for == Using the pattern ==
    16 KB (2,156 words) - 12:11, 19 March 2018
  • == Using the pattern == As a pattern relating to connecting locations together, it has relations to many such pa
    5 KB (652 words) - 12:20, 1 September 2016
  • Some games have [[Endgame]] phases and some of these can continue as long as players find interesting activities to do in the games. [[Endgame Quests == Using the pattern ==
    3 KB (440 words) - 08:24, 23 February 2023
  • == Using the pattern == ...ame or because the whole story arc for the [[Companions]] would become too long for one [[Quests|Quest]].
    3 KB (361 words) - 16:12, 3 October 2016
  • == Using the pattern == ...use [[Shared Resources]] can effectively make [[Time Limits]] exist on how long players have access to these [[Resources]]. The presence of [[Shared Resour
    4 KB (551 words) - 13:19, 1 April 2022
  • ...before the game session or game instance terminates, i.e. they can fail as long as they have lives left. [[Life Penalties]] are penalties given to players == Using the pattern ==
    3 KB (398 words) - 13:24, 26 August 2015
  • ...keys in [[Adventure]] show that such requirements have been present for a long time in [[:Category:Computer Games|Computer Games]], the [[Hexen series]] i == Using the pattern ==
    4 KB (528 words) - 09:39, 12 August 2015
  • == Using the pattern == ...signed [[Closed Economies]] by definition renew [[Resources]], at least as long as differences are made between different states of more abstract [[Resourc
    6 KB (804 words) - 17:31, 15 July 2016
  • == Using the pattern == ...e or unique. [[Secret Resources]] can create [[Asymmetric Information]] as long as some players have knowledge about them but others do not.
    3 KB (452 words) - 09:34, 7 September 2015
  • == Using the pattern == ...st having [[Consumers]] and less productive [[Producers]] can also work as long as the consumption can be guaranteed to be higher than the production.
    3 KB (362 words) - 05:47, 5 September 2015
  • == Using the pattern == ...ourage [[Save-Load Cycles]] by making the distance between [[Save Points]] long and thereby raising the cost threshold for retrying something.
    6 KB (854 words) - 09:57, 30 October 2015
  • == Using the pattern == ...al case of this is when the only information that needs to be saved is how long players have progressed and in this case [[Password Save Files]] can be suf
    4 KB (641 words) - 12:17, 19 March 2018
  • ...r force, a player to make an action that determines who will win a game as long as it isn't the player itself. Such players are [[Kingmaker|Kingmakers]]. == Using the pattern ==
    4 KB (588 words) - 15:32, 21 March 2018
  • == Using the pattern == ...ed and how; when is typically simply directly after they occur but for how long afterwards can be important as well. [[Near Miss Indicators]] are a specifi
    3 KB (482 words) - 12:02, 17 July 2016
  • ...craft]] or [[Eve Online]] often require players to do repetitive tasks for long times to gain certain resources. The same can be seen in [[Farmville]], the == Using the pattern ==
    9 KB (1,260 words) - 15:15, 19 March 2018
  • ...[[Left 4 Dead series]] have negative [[Progress Indicators]] that show how long time other players have to save them before they die. == Using the pattern ==
    6 KB (814 words) - 09:05, 21 September 2016
  • == Using the pattern == ...m. [[Freedom of Choice]] gives players many actions to choose from, and as long as not all can be done imply that they need to make [[Trade-Offs]]. [[Heter
    9 KB (1,208 words) - 10:55, 18 March 2018
  • == Using the pattern == ...eason, [[Varied Gameplay]] is a [[:category:Subjective Patterns|Subjective Pattern]] whose presence can really only be determined over time. That said, one of
    14 KB (1,944 words) - 11:17, 21 March 2018
  • == Using the pattern == ...lt and thereby motivate players to fully develop a [[Gameplay Mastery]] as long as the [[Achievements]] and the challenges of [[Speedruns]] match the gamep
    17 KB (2,359 words) - 08:01, 14 August 2019
  • ...always provide new and more difficult challenges but a weaker form of the pattern hold true for a game with a limited set of challenges but which presents th == Using the pattern ==
    5 KB (713 words) - 08:35, 3 September 2016
  • == Using the pattern == ...are typically introduced in a game to provide [[Asymmetric Gameplay]]. The pattern is often used to make different players have different requirements and [[R
    4 KB (607 words) - 08:03, 14 August 2019
  • == Using the pattern == ...losing these. Games with [[Scores]] similarly create a goal for players as long as they play to increase their [[Scores]]. [[Indirect Control]] of game ele
    7 KB (992 words) - 08:10, 11 October 2022
  • ...goals, they often create [[Goal Hierarchies]]. These can let players have long-term and short-term goals that are interrelated or let players be provided == Using the pattern ==
    11 KB (1,616 words) - 07:50, 23 February 2023
  • ...ements]] have similar [[Optional Goals]] making this a very common way the pattern emerges, with carrying the gnome Chompski throughout a whole level as a par == Using the pattern ==
    13 KB (1,963 words) - 23:11, 17 March 2018
  • == Using the pattern == ...d is for that reason a possible [[:Category:Subjective Patterns|Subjective Pattern]] in any game. However, it can be encouraged by providing players with info
    7 KB (1,014 words) - 14:07, 17 March 2018
  • == Using the pattern == ...l needs to be set in advance for goals to work as [[Predefined Goals]]. As long as enough information is presented to players to let them plan how to work
    7 KB (1,082 words) - 08:55, 15 March 2023
  • == Using the pattern == ...[[Survive]] can also function as a [[Preventing Goals|Preventing Goal]] as long as a player or [[Agents|Agent]] has the appropriate [[Eliminate]] goal.
    7 KB (1,019 words) - 11:45, 18 October 2022
  • == Using the pattern == ...towards a goal because they chose or completed another goal. However, the pattern [[Selectable Set of Goals]] can modify [[Excluding Goals]] by making this c
    10 KB (1,537 words) - 10:55, 16 February 2018
  • == Using the pattern == ...being [[Overcome]], games with this pattern create [[Symmetric Goals]] as long as the opponent has some actions which can be used offensively to avoid bei
    5 KB (811 words) - 17:35, 13 March 2018
  • == Using the pattern == ...e what players should strive for while playing, e.g. to [[Survive]] for as long as possible. [[Main Goals]] often make use of [[Goal Hierarchies]], where t
    7 KB (1,060 words) - 10:19, 15 March 2023
  • == Using the pattern == ...play]]. It is typically designed as part of a game through a more specific pattern, e.g. [[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Informat
    3 KB (399 words) - 08:04, 14 August 2019
  • == Using the pattern == ...changes to [[Cards]] as effects of [[Card Building]] make games with this pattern be [[Legacy Games]].
    4 KB (538 words) - 12:11, 21 March 2018
  • == Using the pattern == ...to succeed with [[Evade]] goals as well as launch [[Surprise Attacks]] (as long as attacks are possible at all). Failure in [[Scouting]] can be due to not
    2 KB (364 words) - 12:56, 26 March 2018
  • ...n the value of their card hands. Players are part of those that can win as long as they match previous bids or increase the bid each time it's their turn, ...d this feature is used to show how localized rational behavior can lead to long-term irrational behavior.
    13 KB (2,025 words) - 12:22, 26 August 2021
  • == Using the pattern == ...quire more skill and produce more [[Tension]], it is not a requirement. As long as the possibilities and channels for [[Negotiation]] exist, there is a pos
    9 KB (1,371 words) - 13:43, 1 April 2022
  • This pattern is a still a stub. ...research ladders in the Civilization series bind valuable Resources for a long time without direct rewards. The progress in research, however, will give a
    6 KB (680 words) - 08:33, 27 August 2021
  • ...itional children's game, is the archetypical example of direct use of this pattern. In the game, one of the players is the seeker whose task is to find out th == Using the pattern ==
    10 KB (1,434 words) - 08:28, 6 May 2022