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- ...tern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.: (use this if that pattern isn't finished)4 KB (573 words) - 14:45, 26 October 2015
- 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
- ...er presenting the basic idea but not the collection. Armed with the design pattern concept the students have easily put words on design choices made in existi2 KB (382 words) - 14:24, 4 November 2009
- This pattern is a still a stub. == Using the pattern ==1 KB (146 words) - 09:29, 30 July 2014
- [[Category:Pattern Related Notes]] ...lations between the patterns that are "collaborating" to create the target pattern.2 KB (283 words) - 09:39, 8 July 2014
Page text matches
- ...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
- ...tern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.: (use this if that pattern isn't finished)4 KB (573 words) - 14:45, 26 October 2015
- [[Gameplay Design Pattern Template]] [[Pattern Suggestion List]] - for lists of new patterns to create2 KB (317 words) - 08:48, 21 September 2016
- == Using the pattern == Of course, the pattern can most easily be deigetically be presented in a game as an alarm is some5 KB (668 words) - 07:11, 27 August 2021
- ...puter system can be built to handle several different game instances, this pattern describes the logics that control one game instance. Systems that control m == Using the pattern ==7 KB (1,065 words) - 18:08, 29 January 2015
- 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 == New pattern created in this wiki.2 KB (367 words) - 08:37, 3 September 2016
- == Using the pattern == New pattern created in this wiki.7 KB (1,108 words) - 08:23, 4 August 2022
- == Using the pattern == New pattern created in this wiki.13 KB (1,922 words) - 08:07, 4 August 2022
- == Using the pattern == New pattern created in this wiki.8 KB (1,150 words) - 08:24, 4 August 2022
- ...game name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.:792 bytes (114 words) - 22:20, 6 January 2011
- == Using the pattern == ...els|Level]] after completing another with no possibility of returning. The pattern [[Shrinking Game Worlds]] makes use of [[Irreversible Events]] to ensure th11 KB (1,619 words) - 08:25, 24 November 2015
- ...er presenting the basic idea but not the collection. Armed with the design pattern concept the students have easily put words on design choices made in existi2 KB (382 words) - 14:24, 4 November 2009
- == Using the pattern == ...s]] implied that it is the actions of [[Agents]] that can interrupted, the pattern can also be used to interrupt the progress of series of events, e.g. [[Scri6 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 ca23 KB (3,355 words) - 16:03, 3 October 2016
- == Using the pattern == ...tentionally having it. [[Ricochet Robots]] is however an example where the pattern is not a problem since all players are causing the time-bound [[Analysis Pa10 KB (1,463 words) - 15:55, 25 January 2018
- == Using the pattern == [[Real-Time Games]] naturally give rise to the pattern [[The Show Must Go On]] and opens up for [[FUBAR Enjoyment]] (especially wh11 KB (1,669 words) - 06:58, 14 April 2022
- == Using the pattern == An rewrite of the original pattern named High Score Lists in the book 'Patterns in Game Design' (Björk & Holo6 KB (990 words) - 16:48, 19 January 2018
- == Using the pattern == ...rd]] calculations on which game elements to protect and which to risk. The pattern often requires the players to perform [[Attention Swapping]], especially in4 KB (699 words) - 22:40, 2 August 2011
- == Using the pattern == A rewrite of the pattern ''Maneuvering'' that was part of the original collection in the book ''Patt5 KB (727 words) - 08:15, 2 September 2014
- == Using the pattern == ...s typically are simple ones, such as button presses, and the design of the pattern mainly consist of deciding with combinations and what [[Timing]] is require6 KB (852 words) - 08:28, 11 October 2022
- == Using the pattern == ...or example in [[Ricochet Robots]]). Games with [[Racing]] instantiate this pattern, and a [[Meta Games|Meta Game]] version of this is [[Speedruns]]. The latte6 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]] o22 KB (3,137 words) - 07:22, 8 April 2022
- == Using the pattern == ...-In/Drop-Out]] are however typically not the main challenge with using the pattern (but [[Dedicated Game Facilitators]] such as [[Game Masters]] can avoid [[E13 KB (1,995 words) - 08:24, 8 August 2015
- ...hem moving in a group throughout the levels, the games promote the dynamic pattern [[Virtual Co-Presences]] between the players. This in turn means that playe ...g in rounds where each team gets to play both sides in a [[Role Reversal]] pattern that provides a level of [[Team Balance]] by removing the influence of the26 KB (4,124 words) - 10:03, 13 May 2022
- == Using the pattern == ...icitly in a game. Basically all [[Real-Time Games]] or games providing the pattern [[The Show Must Go On]] have implicit limits on how much time one has avail17 KB (2,648 words) - 09:05, 21 September 2016
- == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].18 KB (2,669 words) - 08:02, 4 August 2022
- == Using the pattern == The [[Cooldown]] pattern have similar effects on actions as making them into [[Extended Actions]] an10 KB (1,419 words) - 08:55, 10 August 2016
- == Using the pattern == ...once. For players that know that they can be betrayed, the presence of the pattern in a game gives [[Anticipation]] and [[Tension]] to the gameplay, even more12 KB (1,820 words) - 16:10, 8 February 2019
- == Using the pattern == A revised version of the pattern ''Cooperation'' that was part of the original collection in the book ''Patt15 KB (2,097 words) - 07:00, 8 April 2022
- == Using the pattern == It is relatively trivial to include the pattern of [[Late Arriving Players]] in [[Massively Single-Player Online Games]] gi8 KB (1,159 words) - 08:25, 8 August 2015
- == Using the pattern == ...ed depending on the number of outcomes (e.g. [[Bloodbowl]] for use of this pattern). [[Drafting Spreads]] and other ways of combining [[Drafting]] with [[Free21 KB (2,978 words) - 08:57, 15 March 2023
- == Using the pattern == New pattern created in this wiki.6 KB (1,007 words) - 09:15, 14 July 2015
- == Using the pattern == ...that are found in greater number in games are also used together with the pattern more often. This makes [[Pick-Ups]], [[Power-Ups]], and [[Units]] common ob11 KB (1,688 words) - 11:19, 6 April 2018
- == 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 p8 KB (1,054 words) - 14:26, 25 August 2022
- == Using the pattern == ...to avoid [[Tension]], so these are naturally difficult to combine with the pattern. [[Private Game Spaces]] and [[Safe Havens]] do this also, but at localized24 KB (3,511 words) - 09:04, 21 September 2016
- == Using the pattern == A rewrite version of the pattern ''Luck'' that was part of the original collection in the book ''Patterns in9 KB (1,303 words) - 12:58, 9 April 2018
- == Using the pattern == ...layability]], having complete [[Strategic Knowledge]] can work against the pattern instead. Examples of how can happen is fully understanding [[Algorithmic Ag13 KB (1,913 words) - 17:54, 13 March 2018
- == Using the pattern == New pattern created in this wiki.3 KB (458 words) - 12:09, 20 March 2018
- == Using the pattern == ...litated Games]]. While mechanical and computer-based game varieties of the pattern can objectively ensure [[Irreversible Events]] they do not naturally provid20 KB (2,916 words) - 09:30, 23 August 2021
- == Using the pattern == ...d Planning]] (especially when combined with [[Discard Piles]]). As for any pattern using [[Randomness]], [[Drawing Stacks]] can allow players to feel [[Luck]]9 KB (1,436 words) - 08:11, 17 June 2022
- ...cters (the "Aim Assist" option in the game can be seen as a version of the pattern as well). == Using the pattern ==9 KB (1,232 words) - 08:07, 14 August 2016
- == Using the pattern == New pattern created in this wiki.8 KB (1,148 words) - 09:26, 15 July 2016
- == Using the pattern == New pattern created in this wiki.6 KB (828 words) - 20:14, 11 August 2016
- == Using the pattern == New pattern created in this wiki.6 KB (837 words) - 08:33, 4 September 2016
- This pattern is a still a stub. == Using the pattern ==1 KB (146 words) - 09:29, 30 July 2014
- == Using the pattern == ...nflict with [[Exaggerated Perception of Influence]]. That being said, this pattern can mainly be instantiated in games in two ways. First, through affecting h22 KB (3,278 words) - 09:10, 21 September 2016
- == Using the pattern == ...if players are likely to think they have higher chances than they do this pattern supports [[Exaggerated Perception of Influence]]. Players' possibility to p7 KB (1,024 words) - 15:30, 31 July 2015
- == 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 without13 KB (1,900 words) - 08:18, 26 September 2016