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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 existi
    2 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 create
    2 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 some
    5 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 th
    11 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 existi
    2 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. [[Scri
    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
  • == 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 Pa
    10 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 wh
    11 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 & Holo
    6 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 in
    4 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 ''Patt
    5 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 require
    6 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 latte
    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 == ...-In/Drop-Out]] are however typically not the main challenge with using the pattern (but [[Dedicated Game Facilitators]] such as [[Game Masters]] can avoid [[E
    13 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 the
    26 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 avail
    17 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]] an
    10 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 more
    12 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 ''Patt
    15 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]] gi
    8 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 [[Free
    21 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 ob
    11 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 p
    8 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 localized
    24 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 in
    9 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 Ag
    13 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 provid
    20 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 h
    22 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 p
    7 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 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 ...s]], the [[Pac-Man]] series, and the [[Bomberman series]] make use of this pattern, and this tradition is continued in many modern games following the aesthet
    27 KB (4,016 words) - 18:14, 9 August 2016
  • == Using the pattern == ...st cases, the lifetime of [[Units]] is governed by a [[Producer-Consumer]] pattern. For example in the [[Civilization (video game) series|Civilization series]
    23 KB (3,275 words) - 08:16, 21 September 2016
  • == Using the pattern == A rewrite of a pattern that was part of the original collection in the paper ''Gameplay Design Pat
    1,021 bytes (116 words) - 08:37, 6 December 2010
  • == Using the pattern == [[Awareness of Surroundings]] is a pattern applied to [[Enemies]] or [[Non-Player Characters]] run by [[Algorithmic Ag
    3 KB (463 words) - 20:25, 12 August 2014
  • Although only being weak examples of the pattern, non-player characters in [[Fallout New Vegas]] and [[Skyrim]] have differe == Using the pattern ==
    3 KB (396 words) - 21:44, 31 July 2014
  • Note: ''The pattern related to players being emotionally attached to the game is named [[Emotio == Using the pattern ==
    4 KB (587 words) - 21:50, 1 August 2014
  • ...hat they are care about the goals of their character. For this reason, the pattern does not have relations to narration patterns. It does not discuss how huma == Using the pattern ==
    6 KB (877 words) - 19:47, 14 August 2014
  • == Using the pattern == ...ms. Typically all games with [[Algorithmic Agents]] have some level of the pattern since these [[Agents]] need to be able to react to its environment with act
    3 KB (369 words) - 19:47, 14 August 2014
  • == Using the pattern == A rewrite of a pattern that was part of the original collection in the paper ''Gameplay Design Pat
    4 KB (580 words) - 15:27, 26 October 2015
  • == 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
  • As a currently [[:Category:Speculative Patterns|Speculative Pattern]], no examples are listen here. == Using the pattern ==
    4 KB (497 words) - 08:03, 27 July 2015
  • == Using the pattern == [[Unpredictable Behavior]] is a pattern for modifying how [[Agents]] behave. The easiest way to create the possibil
    4 KB (511 words) - 09:11, 15 January 2015
  • ...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
  • == Using the pattern == When players can create the [[Mules]] themselves, the pattern also provides [[Creative Control]] and a form of [[Meta Games|Meta Game]].
    6 KB (836 words) - 21:16, 4 July 2015
  • == Using the pattern == ...stance while not being based on specific [[Characters]]; the more specific pattern of [[Game Masters]] also requires [[Enactment]] and [[Roleplaying]] of vari
    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 == ...ters]] is used to create [[Player Characters]], some games make use of the pattern to let player create [[Non-Player Characters]], e.g. [[Companions]] in role
    7 KB (957 words) - 11:47, 17 July 2016
  • == Using the pattern == A pattern first identified in ''Exploring Aesthetical Gameplay Design Patterns – Ca
    4 KB (499 words) - 20:49, 31 July 2015
  • == Using the pattern == This pattern reflects that a failure which distinguishes itself in some way, e.g. as the
    7 KB (979 words) - 10:08, 2 September 2016
  • == Using the pattern == ...ers feel that they have [[Gameplay Mastery]] and it can be argued that the pattern does make players have this since they need to play at their full abilities
    6 KB (780 words) - 14:01, 11 August 2015
  • == 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
  • == Using the pattern == New pattern from the paper ''Exploring Aesthetic Gameplay Design Patterns – Camarade
    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 == Using the pattern ==
    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
  • == Using the pattern == ...om looking at the diversity of [[Single-Player Games]], all which have the pattern), they modulate [[Construction]] well since the safety provided lets player
    9 KB (1,300 words) - 08:26, 8 August 2015
  • == Using the pattern == New pattern created in this wiki.
    6 KB (838 words) - 10:41, 6 July 2016
  • == Using the pattern == New pattern for this wiki.
    3 KB (507 words) - 07:17, 3 August 2015
  • ...f character development through 'Levels'. That concept is described in the pattern [[Character Levels]].'' == Using the pattern ==
    21 KB (3,112 words) - 21:52, 19 March 2018
  • ''Note:'' This pattern does not discuss the partial backtracking that can occur in [[Game World Ex == Using the pattern ==
    3 KB (438 words) - 13:34, 21 July 2016
  • Note: ''the use of characters in this pattern and the pattern named [[Characters]] differs. Here, the usage of character complies to the == Using the pattern ==
    26 KB (3,841 words) - 10:03, 13 May 2022
  • ...-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 == A renamed version of the pattern ''Status Indicators'' that was part of the original collection in the book
    12 KB (1,684 words) - 12:04, 17 July 2016
  • == Using the pattern == While [[Predictable Consequences]] is required on at least some level for the pattern to be present (since otherwise it is impossible to plan what to do after th
    19 KB (2,749 words) - 08:30, 27 August 2021
  • == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
    11 KB (1,639 words) - 08:09, 21 September 2016
  • 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 == An updated version of the pattern ''Experimenting'' that was part of the original collection in the book ''Pa
    10 KB (1,366 words) - 07:57, 11 August 2016
  • == Using the pattern == ...tion (video game) series|Civilization series]] for an example of the first pattern and the [[Europa Universalis series]] for the two other patterns).
    8 KB (1,150 words) - 11:16, 21 March 2018
  • == Using the pattern == ...yer Games]] that are also [[Turn-Based Games]]. The [[Analysis Paralysis]] pattern may not occur in [[Real-Time Games]] or those with specific [[Time Limits]]
    11 KB (1,519 words) - 07:40, 27 August 2021
  • == Using the pattern == ...hoot]] actions, [[Connection]] goals, or similar (and for this reason this pattern is seen as modulating [[Evade]] rather than instantiating it - it is the th
    22 KB (3,194 words) - 08:51, 11 October 2022
  • == Using the pattern == ...sults]] are in itself algorithmically determined, which simply removes the pattern itself since players' can incorporate that algorithm into the normal one wh
    7 KB (988 words) - 11:38, 9 March 2018
  • == Using the pattern == ...Game Servers]] can for this reason be problematic to use together with the pattern unless they are created so they simulate an environment for manipulating th
    14 KB (2,080 words) - 19:27, 31 July 2015
  • == Using the pattern == ...ngle-Player Games]] since the system caused all other events but makes the pattern more difficult to provide in [[Multiplayer Games]] without resorting to [[P
    8 KB (1,270 words) - 11:07, 9 March 2018
  • == Using the pattern == ...elements that are given features to stand out but may be modulated by the pattern anyway to make them even more noticeable. When entities in [[Game Worlds]]
    10 KB (1,433 words) - 13:37, 21 July 2016
  • [[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 == ...eaningful for [[Multiplayer Games]]. The main design choice when using the pattern is deciding what parts of the game are available for players to reassemble
    9 KB (1,314 words) - 12:20, 25 April 2018
  • == Using the pattern == New pattern created in this wiki.
    8 KB (1,206 words) - 21:07, 5 July 2015
  • == Using the pattern == ...and how many actions can be programmed in one go. These two aspects of the pattern are typically done by setting up a [[Limited Set of Actions]] and some form
    8 KB (1,222 words) - 16:09, 23 July 2016
  • == Using the pattern == ...uterized need to be constructed to do so or will actively work against the pattern. [[Game Masters]] are a special case here - they can both allow it within c
    4 KB (583 words) - 10:22, 10 November 2015
  • == Using the pattern == ...create game elements make them into [[Producers]], and the present of the pattern [[Player Created Game Elements]] make no sense unless these game elements c
    6 KB (945 words) - 12:56, 4 August 2015
  • == Using the pattern == ...e useful or needed, but may require more specific patterns to ensure these pattern's presence. Many more specific experiences and activities are provide by [[
    30 KB (4,181 words) - 13:39, 1 April 2022
  • == Using the pattern == ...ly [[Asynchronous Gameplay]], [[Late Arriving Players]] is also a required pattern since otherwise players would need to synchronize the beginning of the game
    10 KB (1,520 words) - 07:32, 21 August 2015
  • == Using the pattern == An updated version of the pattern ''Social Dilemmas'' that was part of the original collection in the book ''
    12 KB (1,731 words) - 07:28, 8 April 2022
  • == Using the pattern == New pattern created in this wiki.
    6 KB (892 words) - 11:23, 6 July 2016
  • == Using the pattern == ...than a trivial internal state, i.e. those making use of the [[Characters]] pattern, one also has design choices regarding which [[Equipment]] and [[Skills]] t
    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.'' == Using the pattern ==
    7 KB (1,098 words) - 15:08, 19 March 2018
  • == Using the pattern == ...is associated with negative behavior (it can be seen as an example of the pattern [[Either You are with Me or against Me]]) and should relate to a suitable e
    9 KB (1,245 words) - 16:04, 3 October 2016
  • == Using the pattern == ...providing additional challenges for individual players (the more specific pattern of [[Difficulty Levels]] is however related).
    9 KB (1,291 words) - 07:56, 8 August 2015
  • == Using the pattern == ...based upon actions, but any type of [[Characters]] can be modified by the pattern on a system level.
    11 KB (1,564 words) - 12:37, 4 August 2015
  • [[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
  • == Using the pattern == ...ich it exists, so the pattern is a [[Category:Interface Patterns|Interface Pattern]]. How the interfaces of the [[Dialogues]] themselves are actually implemen
    12 KB (1,618 words) - 09:49, 30 July 2014
  • == Using the pattern == ...nd [[AI Players]]) by definition have [[Enforced Agent Behavior]], but the pattern can also be used to give them consider specific [[Enforced Agent Behavior]]
    10 KB (1,402 words) - 12:00, 20 March 2018
  • == Using the pattern == ...] can make goals, [[Rewards]], and [[Penalties]] apply to all members, the pattern is often modified by [[Mutual Goals]], [[Shared Penalties]], and [[Shared R
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...n is call [[Melodramatic Structures]] in this collection. The idea for the pattern (and [[Detective Structures]] comes from Lankoski<ref name="Lankoski2010"/> == Using the pattern ==
    4 KB (556 words) - 17:54, 31 July 2014
  • ..., Jesper Juul provides an analysis of a group of games using a form of the pattern in the fourth chapter of his book ''A Casual Revolution: Reinventing Video == Using the pattern ==
    5 KB (731 words) - 09:52, 1 December 2022
  • == Using the pattern == ...is an effect of the [[Ubiquitous Gameplay]] pattern, games supporting this pattern can also intentionally be changed by making [[Extra-Game Consequences]] aff
    14 KB (2,108 words) - 10:09, 4 April 2018
  • == Using the pattern == A revised version of a pattern with the same name introduced in Lankoski 2007<ref name="Lankoski"/>.
    6 KB (800 words) - 10:09, 11 August 2015
  • == Using the pattern == ...s the gameplay, merely providing the player with information also lets the pattern provide [[Clues]] or [[Red Herrings]] (the latter also showing the possibil
    7 KB (959 words) - 14:31, 12 January 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
  • == Using the pattern == An updated version of the pattern ''Internal Rivalry'', first introduced in Lankoski 2010<ref name="Lankoski2
    11 KB (1,592 words) - 08:54, 11 October 2022
  • == Using the pattern == [[Loyalty]] is a diegetic pattern so all aspects of it relate to the game diegesis.
    9 KB (1,383 words) - 12:04, 4 August 2015
  • == Using the pattern == An updated version of the pattern ''Power-Ups'' that was part of the original collection in the book ''Patter
    8 KB (1,216 words) - 20:41, 5 July 2015
  • == Using the pattern == ...free as the [[Game Worlds]] are staged as sub parts of the real world. The pattern also requires [[Avatars]] since having perceptive powers without an entity
    8 KB (1,084 words) - 07:45, 8 April 2022
  • == Using the pattern == ...rched Earth]], the [[Worms series]], and the pool game [[Eight-ball]]. The pattern can also be said to occur in some war games (e.g. [[Warhammer 40K]]) where
    10 KB (1,551 words) - 10:03, 13 May 2022
  • == Using the pattern == Given that [[Cutscenes]] takes away players' agency the pattern is difficult to combine with given them an [[Exaggerated Perception of Infl
    12 KB (1,639 words) - 11:49, 17 July 2016
  • == Using the pattern == An updated version of the pattern ''Single-Player Games'' that was part of the original collection in the boo
    19 KB (2,687 words) - 15:06, 8 August 2015
  • [[Category:Pattern Related Notes]] ...t-oriented programming<ref name="Gamma"/>. To support this assumption each pattern should include several examples, from different types of games when possibl
    8 KB (1,169 words) - 10:11, 25 July 2014
  • == Using the pattern == New pattern created in this wiki.
    4 KB (644 words) - 05:40, 5 September 2022
  • == Using the pattern == ...istency]] since players can perform the expected actions, games using this pattern also create the requirement that ''all'' players should do so; this is even
    15 KB (2,109 words) - 09:05, 8 April 2022
  • ''Note: this pattern describes exchanges between people of the items used to play games. See [[T == Using the pattern ==
    7 KB (964 words) - 12:19, 25 April 2018
  • == 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
  • == Using the pattern == An updated version of the pattern ''Collaborative Actions'' that was part of the original collection in the b
    10 KB (1,431 words) - 08:03, 14 August 2019
  • == Using the pattern == ...ng situations where the return is paid back in the future. This makes the pattern typically require other players (i.e. that the games are [[Multiplayer Game
    8 KB (1,230 words) - 23:34, 17 March 2018
  • == Using the pattern == [[Grinding]] may not be a pattern that players necessarily wish to have in a game, but it can be needed to pr
    9 KB (1,279 words) - 08:22, 4 August 2022
  • == Using the pattern == An updated version of the pattern ''Ephemeral Goals'' that was part of the original collection in the book ''
    11 KB (1,579 words) - 23:27, 17 March 2018
  • == Using the pattern == An updated version of the pattern ''Games within Games'' that was part of the original collection in the book
    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
  • == Using the pattern == ...ntinuous Progression]]. [[Repeat Combos]] is a specific example of how the pattern can be created by allowing the same type of goal to be reached several time
    7 KB (1,036 words) - 08:56, 4 August 2022
  • ''Note: For the pattern with the similar name, see [[Containers]].''
    838 bytes (104 words) - 08:57, 4 August 2022
  • == Using the pattern == ...ap Systems]] are not related to [[Handicap Achievements]] although the sub-pattern of [[Difficulty Levels]] are.
    7 KB (1,061 words) - 07:58, 8 August 2015
  • == Using the pattern == ...evels]] to gradual increase the levels as they get better, this use of the pattern allows for [[Smooth Learning Curves]] that can be used to develop [[Gamepla
    10 KB (1,498 words) - 09:17, 21 September 2016
  • == Using the pattern == ...e state overtime. This makes [[Freedom of Choice]] an important supporting pattern for [[Player-Planned Development]] to be possible. The development can in i
    8 KB (1,142 words) - 16:39, 19 January 2018
  • == Using the pattern == New pattern created in this wiki.
    8 KB (1,257 words) - 12:01, 6 April 2018
  • == Using the pattern == New pattern created in this wiki.
    4 KB (522 words) - 22:51, 18 March 2018
  • == Using the pattern == An updated version of the pattern ''Game Masters'' that was part of the original collection in the book ''Pat
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...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 == ...interact with the [[Persistent Game Worlds]]. For this reason, use of the pattern implies supporting [[Late Arriving Players]] and [[Drop-In/Drop-Out]] game
    15 KB (2,038 words) - 10:37, 23 November 2015
  • == Using the pattern == New pattern created in this wiki.
    7 KB (931 words) - 08:51, 8 April 2022
  • == Using the pattern == New pattern created in this wiki.
    3 KB (438 words) - 11:38, 13 July 2015
  • == Using the pattern == ...es]]; while this is not the case in the prime (commercial) examples of the pattern the creation of [[Guilds]] can also be seen as a form of [[Construction]] t
    7 KB (1,028 words) - 08:01, 28 July 2015
  • == Using the pattern == ...Help]] reveals aspects of how well (or bad) one has played, the use of the pattern gives a form of [[Public Player Statistics]].
    7 KB (963 words) - 12:06, 19 March 2018
  • == Using the pattern == New pattern created in this wiki.
    3 KB (460 words) - 11:37, 13 July 2015
  • == Using the pattern == New pattern created in this wiki.
    3 KB (475 words) - 14:52, 19 March 2018
  • == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
    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
  • == Using the pattern == New pattern created in this wiki.
    4 KB (552 words) - 09:51, 24 January 2012
  • == Using the pattern == An updated version of the pattern ''No-Ops'' that was part of the original collection in the book ''Patterns
    6 KB (971 words) - 10:27, 6 July 2016
  • == Using the pattern == New pattern created in this wiki.
    5 KB (741 words) - 10:36, 1 July 2015
  • == Using the pattern == ...[[Chat Channels]] in games with [[Mediated Gameplay]] can give rise to the pattern as well.
    4 KB (597 words) - 11:31, 1 November 2014
  • == 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
  • == Using the pattern == ...specific activity resulting in [[Game Items]]. While the [[Construction]] pattern is more literally design through letting players change [[Game Worlds]], it
    17 KB (2,423 words) - 11:14, 21 March 2018
  • == Using the pattern == ...expression in the game, [[Containers]] or [[Inventories]] can be used. The pattern can also be instantiated through [[Time Limits]]; this since it makes time
    6 KB (933 words) - 13:22, 1 April 2022
  • == Using the pattern == ...ns during a certain period of time. This leaves few design options for the pattern, and it only becomes interesting to design in [[Turn-Based Games]] or [[Tic
    6 KB (947 words) - 10:15, 26 August 2021
  • == Using the pattern == ...ts without disrupting [[Player Balance]] in a way that would happen if the pattern was used in [[Multiplayer Games]].
    9 KB (1,340 words) - 10:35, 18 March 2018
  • == Using the pattern == ...e affected. Most actions are eligible to have [[Development Time]] but the pattern is most often used with actions related to [[Construction]], e.g. [[Craftin
    4 KB (559 words) - 23:29, 16 May 2011
  • == 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 == An updated version of the pattern ''Memorizing'' that was part of the original collection in the book ''Patte
    10 KB (1,464 words) - 11:28, 9 March 2018
  • == Using the pattern == New pattern created in this wiki.
    5 KB (720 words) - 07:59, 8 August 2015
  • == Using the pattern == ...pattern is intrinsically about interfaces and all comments about using the pattern is about this.
    4 KB (584 words) - 10:22, 13 July 2015
  • == Using the pattern == ...and how the show their emotions to events taking place. This may make the pattern difficult to combine with [[Unmediated Social Interaction]] but if [[Penalt
    5 KB (663 words) - 17:55, 10 August 2016
  • == Using the pattern == ...nnel]] is [[Dedicated Game Facilitators]]. Quite obviously, this makes the pattern difficult to combine with [[Unmediated Social Interaction]]. Even when this
    4 KB (585 words) - 10:19, 13 July 2015
  • == Using the pattern == While [[Combat]] is not possible in [[Safe Havens]], the pattern modulate rather than is in conflict with [[Combat]] since the havens are de
    8 KB (1,191 words) - 13:31, 26 March 2018
  • == Using the pattern == New pattern created in this wiki.
    3 KB (527 words) - 07:22, 26 August 2011
  • == Using the pattern == ...layers. In some cases it may be more or less impossible to avoid them, the pattern exists for example in any game allowing [[Late Arriving Players]] and in an
    10 KB (1,491 words) - 17:49, 13 March 2018
  • == Using the pattern == New pattern created in this wiki.
    10 KB (1,303 words) - 10:09, 13 May 2022
  • A weak example of the pattern can be found in how players can try to get out of the brig in [[Battlestar == Using the pattern ==
    6 KB (880 words) - 13:24, 27 August 2015
  • == Using the pattern == As an [[:Category:Interface Patterns|Interface Pattern]], all aspects of [[Mini-maps]] are related to a game's interface.
    5 KB (708 words) - 09:31, 15 July 2016
  • == 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
  • == Using the pattern == New pattern created in this wiki.
    4 KB (584 words) - 10:04, 13 May 2022
  • ...dom in what gameplay is possible also it is described as a gameplay design pattern in the collection.'' == Using the pattern ==
    5 KB (688 words) - 07:30, 21 September 2014
  • == Using the pattern == New pattern created in this wiki.
    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
  • == Using the pattern == [[Environmental Storytelling]] is both a diegetic and narrative pattern.
    6 KB (931 words) - 06:55, 3 August 2015
  • == Using the pattern == ...hat information is to be shown and where to show it. A weak version of the pattern, found for example in the [[Age of Empires series]], is to place [[Geospati
    11 KB (1,654 words) - 11:05, 17 July 2016
  • == Using the pattern == New pattern created in this wiki.
    12 KB (1,715 words) - 11:18, 18 October 2022
  • == Using the pattern == ...ypically [[Agents]] such as [[Avatars]] or [[Units]], so making use of the pattern requires choosing how each of these are affected by it. Typically all makes
    7 KB (1,041 words) - 13:25, 17 October 2011
  • [[Drakborgen]] should an inverse example of the pattern; players try to get into a dragon's lair and get as much [[Loot]] as possib == Using the pattern ==
    7 KB (935 words) - 08:34, 3 September 2016
  • See also the [[Rock-paper-scissors|pattern]] with the same name.
    621 bytes (73 words) - 12:20, 1 April 2011
  • == Using the pattern == New pattern created in this wiki.
    5 KB (782 words) - 10:09, 13 May 2022
  • == Using the pattern == ...Dumb Objects]] are [[Props]] and can therefore be used to instantiate the pattern in a game.
    9 KB (1,280 words) - 13:47, 21 July 2016
  • == Using the pattern == New pattern created in this wiki.
    12 KB (1,811 words) - 13:54, 21 July 2016
  • == Using the pattern == New pattern created in this wiki.
    12 KB (1,664 words) - 15:23, 21 March 2018
  • == Using the pattern == New pattern created in this wiki.
    4 KB (598 words) - 13:45, 21 July 2016
  • == Using the pattern == An update of the pattern ''Tools'' that was part of the original collection in the book ''Patterns i
    11 KB (1,582 words) - 07:36, 19 May 2022
  • == Using the pattern == ...ere spatial placement (Hullett & Whitehead<ref name="Hullett"/> ''Turret'' pattern describes [[Installations]] with [[Weapons]]). Although most [[Installation
    8 KB (1,083 words) - 10:15, 1 December 2022
  • == Using the pattern == ...[[Game Worlds]] and is therefore a [[:Category:Diegetic Patterns|Diegetic Pattern]].
    7 KB (990 words) - 08:12, 17 June 2022
  • == Using the pattern == [[Game Items]] is a diegetic pattern but [[Alien Space Bats]] may be used to introduce (at least initially) non-
    13 KB (1,846 words) - 07:26, 9 August 2022
  • == Using the pattern == ...ve [[Game Items]] in their [[Inventories]] are control of those items, the pattern instantiates [[Ownership]]. Having to manipulate the items in [[Inventories
    7 KB (962 words) - 11:45, 6 July 2016
  • == Using the pattern == ...s often done through [[Inventories]] of systems of [[Equipment Slots]] the pattern changes how these are used as well. However, equipping ''cursed'' [[Game It
    8 KB (1,199 words) - 16:28, 23 July 2016
  • == Using the pattern == ...hem. Since most solutions to this makes the transfer non-diegetically, the pattern can be applied to [[Resources]] as well as [[Game Items]] and all mentions
    6 KB (875 words) - 16:28, 23 July 2016
  • ''Note: this pattern doesn't discuss the "destruction" of game elements that are [[Agents]], e.g == Using the pattern ==
    8 KB (1,125 words) - 12:39, 4 September 2011
  • == Using the pattern == New pattern created in this wiki.
    4 KB (541 words) - 13:48, 21 July 2016
  • == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
    5 KB (800 words) - 12:44, 24 August 2015
  • == Using the pattern == ...oading [[Ammunition]] requires [[Downtime]], the use of the [[Ammunition]] pattern promotes [[Tactical Planning]]. [[Resource Management]] often becomes an is
    6 KB (798 words) - 08:20, 3 August 2022
  • == Using the pattern == New pattern created in this wiki.
    4 KB (547 words) - 09:47, 25 July 2016
  • == Using the pattern == ...ame Items]] may seem to be a purely [[:Category:Diegetic Patterns|Diegetic Pattern]] but since these [[Game Items]] are chosen by players for their appearance
    5 KB (713 words) - 08:14, 1 November 2012
  • [[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
  • == Using the pattern == As the name indicates, [[Diegetically Tangible Game Items]] is a diegetic pattern whose defined by making [[Game Items]] have a tangible present in [[Game Wo
    5 KB (734 words) - 16:42, 11 September 2014
  • == 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 == An updated version of the pattern ''Character Development'' that was part of the original collection in the b
    14 KB (1,906 words) - 21:27, 18 March 2018
  • == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
    10 KB (1,365 words) - 08:25, 27 August 2021
  • == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
    7 KB (876 words) - 21:28, 18 March 2018
  • == Using the pattern == ...ormalizing [[Area Control]] in game systems. Inserting the [[Territories]] pattern in a game design requires that one provides ways of defining areas owned, w
    8 KB (1,110 words) - 09:06, 2 August 2015
  • == Using the pattern == [[Framed Freedom]] is a [[:Category:Subjective Patterns|Subjective Pattern]] and as such can be difficult to design for broad groups of gamers. A gene
    5 KB (692 words) - 14:33, 6 July 2015
  • == Using the pattern == ...ments such as crushers, flame dischargers, and so on that follow a certain pattern in activation, allows players to bypass or deactivate them as long as they
    11 KB (1,586 words) - 08:04, 27 July 2015
  • == Using the pattern == An updated version of the pattern ''Obstacles'' that was part of the original collection in the book ''Patter
    11 KB (1,595 words) - 13:40, 26 March 2018
  • == Using the pattern == ...the reason for the areas inaccessibility do not also fit thematically the pattern breaks [[Thematic Consistency]]. This assumes [[Inaccessible Areas]] that s
    14 KB (2,120 words) - 12:31, 1 September 2016
  • == Using the pattern == ...game design can try to have [[Balancing Effects]], the [[Beat the Leader]] pattern looks at how players can be encourage to enact [[Balancing Effects]] agains
    14 KB (1,988 words) - 12:41, 18 October 2022
  • == Using the pattern == An updated version of the pattern ''Invisible Walls'' that was part of the original collection in the book ''
    6 KB (839 words) - 07:14, 3 August 2015
  • == Using the pattern == An updated version of the pattern ''Pick-Ups'' that was part of the original collection in the book ''Pattern
    7 KB (1,010 words) - 08:20, 3 August 2022
  • == Using the pattern == An updated version of the pattern ''Buttons'' that was part of the original collection in the book ''Patterns
    6 KB (850 words) - 13:50, 21 July 2016
  • == Using the pattern == An updated version of the pattern ''Controllers'' that was part of the original collection in the book ''Patt
    7 KB (898 words) - 13:36, 21 July 2016
  • == Using the pattern == One pattern which rarely are used with ordinary [[Enemies]] but may work with [[Boss Mo
    9 KB (1,234 words) - 12:01, 20 March 2018
  • == 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 == ...g Features]] can be used to make these easier to notice or instantiate the pattern directly by change the visual presentation of the actual [[Game Boards]], [
    9 KB (1,287 words) - 13:51, 21 July 2016
  • == 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 == New pattern created in this wiki.
    4 KB (565 words) - 08:05, 8 August 2015
  • ...reens regarding rewards would be examples of instances of the pattern, the pattern here is limited to those widgets that are located within the game environme == Using the pattern ==
    3 KB (454 words) - 06:44, 11 August 2015
  • == Using the pattern == New pattern created in this wiki.
    6 KB (850 words) - 08:05, 8 August 2015
  • == 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
  • == Using the pattern == [[Thematic Consistency]] may be difficult to guarantee with this pattern since having [[Player Characters]] let players have significant control in
    11 KB (1,483 words) - 08:39, 8 April 2022
  • == Using the pattern == ...nough; although [[Development Time]] makes use of [[Delayed Effects]] this pattern instead provides clear [[Predictable Consequences]] since the outcome is de
    15 KB (2,228 words) - 16:05, 3 October 2016
  • == Using the pattern == An updated version of the pattern ''Strategic Locations'' that was part of the original collection in the boo
    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 == Using the pattern ==
    7 KB (1,048 words) - 11:22, 26 July 2016
  • == Using the pattern == One variation of the [[Movement]] pattern is to require actual player [[Movement]] rather than that of [[Avatars]], [
    14 KB (1,934 words) - 07:44, 3 August 2022
  • == Using the pattern == ...ovement abilities. If sufficiently negative limitations are imposed by the pattern, it can give rise to [[Competence Areas]].
    5 KB (678 words) - 13:07, 24 August 2015
  • == Using the pattern == A rewrite of the pattern ''Privileged Movement'' that was part of the original collection in the boo
    7 KB (1,034 words) - 13:32, 26 July 2015
  • == Using the pattern == New pattern created in this wiki.
    2 KB (340 words) - 06:41, 14 June 2011
  • == Using the pattern == ...h in turn can lead to [[Guilting]]). If the relation is not obligated, the pattern opens up for [[Betrayal]]. If the relation is mapped in diegetic terms, the
    5 KB (744 words) - 07:48, 14 August 2019
  • == Using the pattern == ...changed even if only being distinctly close to some high-level closure the pattern still holds. Diegetic changes probably need to be made in these cases to up
    6 KB (892 words) - 14:23, 12 August 2015
  • == Using the pattern == New pattern created in this wiki. However, it was first introduced using another templa
    7 KB (1,018 words) - 12:17, 1 September 2016
  • == Using the pattern == New pattern created in this wiki.
    3 KB (379 words) - 16:31, 23 July 2016
  • == Using the pattern == New pattern created in this wiki.
    4 KB (616 words) - 16:50, 23 July 2016
  • == Using the pattern == ...its]], so deciding on these actions is a primary concern for inserting the pattern in a game design. In many cases these actions are [[Altruistic Actions]] su
    4 KB (518 words) - 10:30, 4 July 2016
  • == Using the pattern == ...told through the sequences, the main design issues with instantiating the pattern lies in how to handle the case where players may wish to either affect the
    6 KB (851 words) - 08:22, 2 September 2014
  • == Using the pattern == New pattern created in this wiki.
    6 KB (887 words) - 07:02, 3 August 2015
  • == Using the pattern == An updated version of the pattern ''Book-Keeping Tokens'' that was part of the original collection in the boo
    6 KB (895 words) - 09:34, 8 October 2014
  • == Using the pattern == New pattern created in this wiki. However, it was first introduced using another templa
    7 KB (1,002 words) - 12:31, 26 March 2018
  • == Using the pattern == New pattern created in this wiki. However, it was first introduced as ''Hidden Area'' u
    4 KB (539 words) - 13:51, 26 March 2018
  • == Using the pattern == ...ist entirely of [[Vehicle Sections]] but this also makes talking about the pattern superfluous.
    4 KB (601 words) - 13:53, 21 July 2016
  • == Using the pattern == ...instantiating [[Sniper Locations]] by provide gameplay areas to cover, the pattern is also a way to modulate [[Arenas]].
    7 KB (979 words) - 10:24, 1 December 2022
  • == Using the pattern == New pattern created in this wiki. However, it was first introduced using another templa
    4 KB (519 words) - 10:23, 1 December 2022
  • == Using the pattern == ...to have [[Arenas]] that consist of the entire boards but trying to use the pattern in this way offers little in the way of design options or for understanding
    4 KB (633 words) - 13:33, 21 July 2016
  • == Using the pattern == ...likely to be used at [[Strongholds]] locations and thereby affects how the pattern works.
    4 KB (490 words) - 13:50, 21 July 2016
  • == Using the pattern == An updated version of the pattern ''Budgeted Action Points'' that was part of the original collection in the
    11 KB (1,542 words) - 08:02, 27 July 2015
  • == Using the pattern == New pattern created in this wiki.
    4 KB (493 words) - 10:17, 13 August 2016
  • == Using the pattern == ...but needs to do so before the [[Time Limits]] run out or forfeit them. The pattern of [[Temporary Abilities]] can be weakly present in games if they are prese
    6 KB (895 words) - 11:35, 14 July 2011
  • == Using the pattern == ...give players possibilities to try and affect the game state of a game, the pattern typically gives players a [[Freedom of Choice]] of what to do and may cause
    8 KB (1,142 words) - 11:52, 4 August 2015
  • == Using the pattern == ...erritories]] to gain access to the [[Abilities]]. Although not part of the pattern proper, how [[Movement]] is design in a game heavily affects [[Location-Fix
    7 KB (904 words) - 10:42, 26 July 2016
  • == Using the pattern == ...y. In [[Multiplayer Games]], the other agents may be other players but the pattern can also be all types of games to differentiate between players' [[Abilitie
    20 KB (2,786 words) - 12:50, 18 March 2018
  • == Using the pattern == ...o explain within a [[Thematic Consistency]] than [[New Abilities]], as the pattern can be instantiated as increases in [[Attributes]], [[Powers]], or [[Skills
    13 KB (1,726 words) - 11:52, 21 March 2018
  • == Using the pattern == ...Construct Development]] and [[Character Development]] depending on if the pattern is used on [[Abstract Player Constructs]] and [[Characters]]. If it is poss
    8 KB (1,119 words) - 09:40, 2 August 2015
  • == Using the pattern == An updated version of the pattern ''Gain Competence'' that was part of the original collection in the book ''
    7 KB (989 words) - 09:33, 8 April 2022
  • == Using the pattern == ...Losses]] are temporary in the sense that they somehow can be regained, the pattern creates [[Gain Competence]] goals.
    11 KB (1,515 words) - 16:27, 30 July 2016
  • == Using the pattern == An updated version of the pattern ''New Abilities'' that was part of the original collection in the book ''Pa
    14 KB (2,006 words) - 11:51, 21 March 2018
  • == Using the pattern == New pattern created in this wiki.
    4 KB (563 words) - 21:22, 26 July 2015
  • == Using the pattern == [[Score Tracks]] is an interface pattern.
    5 KB (765 words) - 09:34, 21 September 2016
  • == 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
  • [[Category:Pattern Related Notes]] ...escribed in both section: in the first since this motivates the use of the pattern to begin with and in the second since the reason can be describe as a wante
    743 bytes (130 words) - 09:53, 15 June 2011
  • == 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
  • == Using the pattern == [[No-Use Bonus]] is a pattern that can help load balance the use of the actions made possible by [[Role S
    3 KB (395 words) - 11:15, 4 August 2011
  • == Using the pattern == New pattern created in this wiki.
    4 KB (479 words) - 15:44, 6 August 2015
  • == Using the pattern == ...nges roles. For games where players are not in each other's proximity, the pattern can need [[Game Lobbies]] to help players handle the transitions between ga
    4 KB (528 words) - 14:17, 14 June 2014
  • ...game to finish it, or the one overarching quest that frames gameplay. This pattern adheres to the latter usage.'' == Using the pattern ==
    5 KB (737 words) - 09:09, 8 March 2023
  • == Using the pattern == An updated version of the pattern ''Chargers'' that was part of the original collection in the book ''Pattern
    4 KB (601 words) - 08:05, 17 June 2022
  • == Using the pattern == New pattern created in this wiki.
    4 KB (681 words) - 08:49, 4 September 2016
  • == Using the pattern == New pattern created in this wiki.
    4 KB (626 words) - 13:33, 26 January 2015
  • == Using the pattern == New pattern created in this wiki.
    5 KB (762 words) - 06:33, 13 September 2014
  • == Using the pattern == ...Death Consequences]] so games using [[Lives]] can consider the use of that pattern as well.
    8 KB (1,237 words) - 11:31, 18 October 2022
  • == Using the pattern == ...ebody is actively trying to make this happen. This makes it central to the pattern that some form of [[Agents|Agent]] can be linked to actions causing the eve
    9 KB (1,402 words) - 08:44, 11 August 2015
  • == 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 == ...illing]] or [[Companions]] that can be killed a requirement for having the pattern.
    4 KB (538 words) - 21:02, 5 July 2015
  • == Using the pattern == ...f [[Death Consequences]] is not compatible with [[Lives]] even if the main pattern is.
    7 KB (961 words) - 09:45, 4 April 2018
  • == Using the pattern == An updated version of the pattern ''Spawn Points'' that was part of the original collection in the book ''Pat
    6 KB (847 words) - 09:32, 21 September 2016
  • == 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
  • == Using the pattern == ...ake sense for game systems to perform this type of kicking. This makes the pattern make most sense in [[Multiplayer Games]] since cases where players of [[Sin
    6 KB (883 words) - 14:44, 19 March 2018
  • == Using the pattern == ...Overviews]]. If giving all players this does work too greatly against the pattern, it can be given only to some players as privileged abilities (as is done f
    6 KB (930 words) - 13:48, 7 September 2020
  • == Using the pattern == ...ative Patterns|Negative]] and [[:Category:Subjective Patterns|Subjective]] pattern. This since how negative it is depends much on how much actual time players
    6 KB (961 words) - 16:19, 25 July 2015
  • == Using the pattern == An updated version of the pattern ''Area Control'' that was part of the original collection in the book ''Pat
    10 KB (1,524 words) - 08:42, 3 September 2016
  • == Using the pattern == An updated version of the pattern ''Combat'' that was part of the original collection in the book ''Patterns
    13 KB (1,856 words) - 07:18, 9 November 2021
  • == Using the pattern == ...ng [[Damage]] once does not kill makes use [[Health]], so considering that pattern is often relevant when designing games where [[Damage]] can occur.
    11 KB (1,528 words) - 14:16, 24 August 2015
  • == Using the pattern == ...]] are natural choices of game elements to have [[Health]] attributes, the pattern is also often used with [[Avatars]] and sometimes with [[Destructible Objec
    10 KB (1,382 words) - 10:13, 5 September 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
  • == Using the pattern == An updated version of the pattern ''Achilles' Heels'' that was part of the original collection in the book ''
    6 KB (827 words) - 20:53, 26 March 2018
  • Note: ''This pattern is not about players always being vulnerable when they are playing; it is a == Using the pattern ==
    4 KB (572 words) - 08:07, 27 August 2021
  • == Using the pattern == New pattern created in this wiki.
    6 KB (850 words) - 20:54, 26 March 2018
  • == Using the pattern == ...attern created in this wiki. However, it is functionally equivalent to the pattern ''Blockade'' in the [http://rpgpatterns.soe.ucsc.edu/doku.php RPG Design Pa
    7 KB (999 words) - 08:26, 12 August 2015
  • == Using the pattern == ...panions except temporary summoned monsters - does not qualify as using the pattern. Some games put a maximum number of members in the [[Parties]], making memb
    12 KB (1,631 words) - 08:04, 26 August 2021
  • == Using the pattern == New pattern created in this wiki.
    6 KB (856 words) - 14:27, 17 August 2011
  • == Using the pattern == [[Helpers]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]] in that it gives players help in a diegetic form.
    7 KB (959 words) - 13:43, 21 July 2016
  • == Using the pattern == ...[[HUD Interfaces]] can be the starting point for having the [[Characters]] pattern in a game design.
    7 KB (1,077 words) - 09:16, 21 September 2016
  • == Using the pattern == ...s, etc. As such, [[Replays]] is a [[:Category:Narration Patterns|Narration Pattern]].
    7 KB (1,012 words) - 19:23, 5 January 2015
  • == Using the pattern == [[God Views]] is an [[:Category:Diegetic Patterns|Diegetic Pattern]].
    7 KB (962 words) - 07:34, 8 April 2022
  • == Using the pattern == [[Focus Loci]] is an [[:Category:Interface Patterns|Interface Pattern]]. The various [[Focus Loci]] do have relations to what views players are g
    10 KB (1,448 words) - 14:33, 19 January 2018
  • == Using the pattern == [[God Fingers]] is an [[:Category:Interface Patterns|Interface Pattern]]. They are not compatible with [[First-Person Views]] but are quite natura
    6 KB (896 words) - 12:35, 24 January 2021
  • == 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 currents includes the pattern [[Chips]].
    10 KB (1,483 words) - 12:04, 20 March 2018
  • == Using the pattern == ...the same results simply by positioning themselves). In the following, the pattern assumes that visual presentations will be created but [[Game Masters]] can
    8 KB (1,233 words) - 08:20, 21 September 2016
  • == Using the pattern == ...load to have several different [[God Views]] players can move between. The pattern can also be applied locally in [[Picture-in-Picture Views]] without changin
    6 KB (874 words) - 16:49, 2 October 2016
  • == Using the pattern == ...mation Patterns|Information]] and [[:Category:Interface Patterns|Interface Pattern]].
    4 KB (611 words) - 09:35, 15 July 2016
  • == Using the pattern == ...e over the entire display. It is an [[:Category:Diegetic Patterns|Diegetic Pattern]].
    3 KB (411 words) - 09:32, 15 July 2016
  • == Using the pattern == ...[[Parties]], but this can be complemented by use of [[Companions]] and the pattern can be used in [[Single-Player Games]] if the player has control over many
    6 KB (779 words) - 09:15, 17 July 2014
  • == Using the pattern == An updated version of the pattern ''Skills'' that was part of the original collection in the book ''Patterns
    13 KB (1,770 words) - 11:19, 4 July 2016
  • == Using the pattern == An updated version of the pattern ''Competence Areas'' that was part of the original collection in the book '
    7 KB (918 words) - 08:00, 11 August 2016
  • == Using the pattern == An updated version of the pattern ''Orthogonal Unit Differentiation'' that was part of the original collectio
    5 KB (751 words) - 21:13, 19 March 2018
  • == Using the pattern == An updated version of the pattern ''Polyathlons'' that was part of the original collection in the book ''Patt
    5 KB (646 words) - 07:42, 23 February 2023
  • == Using the pattern == ...makes [[Discard Piles]] parts of how [[Decks]] are used and the use of the pattern can be seen as a way to modulate the use of [[Decks]]. When given explicit
    7 KB (1,038 words) - 12:04, 20 March 2018
  • == Using the pattern == [[Drafting]] consists of the incremental selection of game elements so the pattern requires the presence of something that can be selected. This is typically
    7 KB (1,119 words) - 13:40, 9 April 2018
  • == Using the pattern == ...d; although [[Trick Taking]] is a way to modulate these game elements this pattern may be so central to gameplay that it motivates the actual design of these
    4 KB (576 words) - 10:58, 9 August 2016
  • == Using the pattern == An updated version of the pattern ''Card Hands'' that was part of the original collection in the book ''Patte
    8 KB (1,142 words) - 12:04, 20 March 2018
  • ...le contains bananas for bonus scores. The tiles move in a very predictable pattern by first contracting to the center of the level and then again spreading ou == Using the pattern ==
    7 KB (1,013 words) - 07:11, 3 September 2011
  • ''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 == New pattern created in this wiki.
    2 KB (260 words) - 07:52, 28 August 2011
  • == Using the pattern == ...ay of supporting [[Drafting]] from [[Decks]], and relevant options for the pattern is where the elements should be taken from, how many elements should be dis
    4 KB (655 words) - 12:05, 20 March 2018
  • == Using the pattern == An updated version of the pattern ''Shrinking Game World'' that was part of the original collection in the bo
    4 KB (645 words) - 07:12, 5 September 2011
  • ...tures]]). Further, although their difference can sometimes be blurry, this pattern looks at changes to [[Game Worlds]] rather that the contents in them. For p == Using the pattern ==
    7 KB (930 words) - 11:13, 30 July 2014
  • ''Note:'' While the pattern name suggests only the laying of [[Tiles]], it is also applicable to [[Card == Using the pattern ==
    5 KB (684 words) - 11:06, 5 September 2011
  • Note: ''This pattern is rather wide in scope, ranging both from specific goals in games to a sub == Using the pattern ==
    10 KB (1,485 words) - 10:03, 4 April 2018
  • == Using the pattern == ...tic Patterns|Diegetic]] and [[:Category:Level Design Patterns|Level Design Pattern]].
    9 KB (1,268 words) - 09:30, 15 July 2016
  • == Using the pattern == ...heir [[Game Worlds]] consist of smaller units, for example [[Levels]], the pattern can be created through using [[Procedurally Generated Game Areas]] for each
    6 KB (880 words) - 21:48, 19 March 2018
  • == 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
  • == Using the pattern == The pattern [[Real World Gameplay Spaces]] can quite easily be part of a game through d
    6 KB (914 words) - 20:25, 21 December 2014
  • == Using the pattern == ...port [[Challenging Gameplay]] or [[Complex Gameplay]]. This also makes the pattern more common for [[Single-Player Games]] and [[Turn-Based Games]] compared t
    10 KB (1,480 words) - 08:21, 6 May 2022
  • == Using the pattern == ...he pattern can be seen as a [[:Category:Level Design Patterns|Level Design Pattern]], especially if the [[Races]] make designers chance the actual layout of t
    12 KB (1,789 words) - 07:50, 27 September 2016
  • == Using the pattern == An updated version of the pattern ''Red Herrings'' that was part of the original collection in the book ''Pat
    6 KB (839 words) - 08:50, 8 March 2023
  • == 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
  • == Using the pattern == ...when players have to wait, i.e. when they have [[Downtime]]. However, the pattern can make sense to use in games that have countdowns or where there is a pau
    3 KB (422 words) - 09:34, 14 January 2015
  • == Using the pattern == ...mes]], and using [[Dice]]. As such, games have difficulty in enforcing the pattern although their designs can make it easier for [[Game Masters]] to perform [
    4 KB (579 words) - 12:05, 20 March 2018
  • == Using the pattern == New pattern created in this wiki.
    4 KB (587 words) - 10:27, 6 March 2018
  • == Using the pattern == New pattern created in this wiki.
    4 KB (578 words) - 13:17, 26 July 2015
  • == Using the pattern == New pattern created in this wiki.
    5 KB (722 words) - 15:39, 28 July 2014
  • == Using the pattern == [[Auto-Aim]] can be considered an [[:Category:Interface Patterns|Interface Pattern]] since it affects how players need to do [[Aim & Shoot]] maneuvers in game
    4 KB (553 words) - 09:31, 15 July 2016
  • ...ights that have to be activated (both these are assumed to be part of this pattern). Actually, it also has a list<ref name="gb2"/> for games that does ''not'' == Using the pattern ==
    5 KB (789 words) - 06:34, 22 June 2014
  • == Using the pattern == ...ce of [[Weapons]] (conceivably other devices such as cameras could use the pattern as well). That given, three main ways of creating [[Variable Accuracy]] has
    7 KB (972 words) - 13:08, 24 August 2015
  • == Using the pattern == ...mation Patterns|Information]] and [[:Category:Interface Patterns|Interface Pattern]].
    7 KB (1,031 words) - 11:59, 17 July 2016
  • == Using the pattern == ...ens also provide input possibilities but this is outside the scope of this pattern.
    4 KB (577 words) - 07:33, 21 September 2014
  • [[Category:Interface Patterns|Interface Pattern]] == Using the pattern ==
    4 KB (642 words) - 09:32, 15 July 2016
  • == Using the pattern == ...gners of those games need to consider the design options described in this pattern. This since no effort from designers need to be exerted for it to exist and
    6 KB (827 words) - 13:47, 21 August 2015
  • == Using the pattern == ...mation Patterns|Information]] and [[:Category:Interface Patterns|Interface Pattern]]. A specific problem regarding this is how players should first become awa
    7 KB (1,050 words) - 15:49, 29 August 2015
  • == Using the pattern == [[Rabbit Hole Invitations]] is an [[:Category:Interface Patterns|Interface Pattern]].
    3 KB (425 words) - 11:56, 1 October 2011
  • == Using the pattern == ...mation Patterns|Information]] and [[:Category:Interface Patterns|Interface Pattern]].
    4 KB (639 words) - 10:25, 30 July 2014
  • == Using the pattern == ...if a game instance is going to take place or not, and for this purpose the pattern is in practice only used to games that wish to have [[Alternate Reality Gam
    4 KB (555 words) - 15:51, 29 August 2015
  • == Using the pattern == ...it can support [[Ubiquitous Gameplay]] when it partly existed without the pattern but is impossible to use when [[Ubiquitous Gameplay]] already exists.
    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
  • == Using the pattern == [[Dice]] is an [[:Category:Interface Patterns|Interface Pattern]].
    7 KB (1,122 words) - 12:05, 20 March 2018
  • ...'Escort Mission''<ref name="gb2"/> whose meanings are both covered by this pattern. == Using the pattern ==
    7 KB (985 words) - 09:08, 11 October 2022
  • == Using the pattern == ...[[Fog of War]], but since these cannot move, their role in relation to the pattern is to let players keep having overview of a location they have taken contro
    8 KB (1,176 words) - 10:44, 16 July 2016
  • == Using the pattern == Another design choice regarding the pattern is if players should be allowed to select which game sessions are saved and
    5 KB (771 words) - 16:52, 31 January 2015
  • == Using the pattern == ...d them for exploring, it is an [[Category:Information Patterns|Information Pattern]].
    6 KB (858 words) - 13:24, 27 September 2014
  • ...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 == Using the pattern ==
    9 KB (1,203 words) - 08:07, 8 August 2015
  • == Using the pattern == ...mselves. However, as [[4 Minutes and 33 Seconds of Uniqueness]] shows, the pattern [[Zero-Player Games]] can be enough in itself to create [[Meta Games]].
    12 KB (1,735 words) - 07:55, 4 August 2022
  • ...being an optional activities and being strongly related to fighting. This pattern however describes a more generalized usage based on its core definition. == Using the pattern ==
    6 KB (800 words) - 17:55, 8 January 2015
  • ...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
  • == Using the pattern == [[Stealth]] is a compound goal pattern most often based on combining [[Conceal]] goals and [[Traverse]]. While the
    9 KB (1,309 words) - 10:04, 13 May 2022
  • 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 == ...Multiplayer Games]] with the pattern having the [[Mutual FUBAR Enjoyment]] pattern.
    6 KB (827 words) - 08:58, 8 March 2023
  • == Using the pattern == ...]] is possible (otherwise, the [[Capture]] goal would be trivial), so this pattern can be seen as a way of instantiating [[Evade]] goals. Giving [[Vulnerabili
    8 KB (1,120 words) - 08:57, 8 March 2023
  • == Using the pattern == An updated version of the pattern ''Guard'' that was part of the original collection in the book ''Patterns i
    6 KB (915 words) - 12:47, 18 October 2022
  • Note: ''This pattern does not look at the opening up of new spatial areas in [[Game Worlds]], se == Using the pattern ==
    5 KB (673 words) - 09:21, 12 August 2015
  • == Using the pattern == ...are aware that failed actions can lead to [[Turnovers]] in games with this pattern, it forces them to do [[Risk/Reward]] considerations and quite likely also
    3 KB (369 words) - 10:39, 15 January 2015
  • == Using the pattern == ...., [[Resource Generators]] and [[Spawning]] can remove the presence of the pattern from a game ([[Converters]] may work as long as the material being converte
    4 KB (671 words) - 08:49, 11 October 2022
  • == Using the pattern == ...to choose when to play without negative consequences for not playing, the pattern helps provide [[Social Adaptability]] and give a game [[Minimalized Social
    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
  • == Using the pattern == New pattern created in this wiki.
    5 KB (687 words) - 09:42, 21 September 2016
  • == Using the pattern == ...t in the second case the "affecting" games may be created only to make the pattern appear and in this case they may be [[Minigames]].
    3 KB (504 words) - 10:23, 30 July 2014
  • == Using the pattern == ...deciding which to provide is one of the main design choices regarding the pattern. Examples include channels that only support communication with the players
    9 KB (1,237 words) - 10:40, 25 July 2014
  • == Using the pattern == ...Facilitators]] in the form of [[Game Servers]] are a prerequisite for the pattern. [[Meta Servers]] can be used to enable selection and movement between thes
    10 KB (1,396 words) - 09:02, 31 July 2015
  • == Using the pattern == ...me Element Trading]] can effectively be used to create the [[Memorabilia]] pattern. The second way of making [[Memorabilia]] possible is to create artifacts s
    4 KB (614 words) - 22:24, 4 January 2015
  • == Using the pattern == ...ameplay]] if it is to have [[Social Interaction]] on any higher level. The pattern is equally useful in [[Asynchronous Gameplay|Asynchronous]] as [[Synchronou
    11 KB (1,503 words) - 13:37, 1 April 2022
  • == Using the pattern == ...play Spaces]] required for [[Hybrid Gameplay Spaces]] make games with this pattern open to having [[Extra-Game Input]] whether intentionally or not. It likewi
    3 KB (419 words) - 11:09, 11 April 2012
  • == Using the pattern == New pattern created in this wiki.
    4 KB (605 words) - 15:57, 8 February 2019
  • ...se them as input for changing the game state and those that do so have the pattern [[Real Life Activities Affect Game State]]. == Using the pattern ==
    5 KB (747 words) - 20:17, 21 December 2014
  • == Using the pattern == ...two more basic patterns do on their own. One primary design choice for the pattern is how many actions in sequence are necessary for the [[Cooperation]] to gi
    4 KB (619 words) - 07:33, 21 September 2014
  • ''Note: This pattern is based upon the [[Underlying_Assumptions_and_Concepts#Play Sessions|Play == Using the pattern ==
    6 KB (873 words) - 14:48, 19 March 2018
  • ''Note: This pattern is based upon the [[Underlying_Assumptions_and_Concepts#Game Sessions|Game == Using the pattern ==
    6 KB (901 words) - 14:47, 19 March 2018
  • == Using the pattern == ...lay Sessions]] and [[Negotiable Game Sessions]] can indirectly support the pattern since if the players all agree on upper boundaries for the time spent (or w
    4 KB (592 words) - 07:04, 14 April 2022
  • ...at do have aspects of social roles, these describe player preferences. The pattern described here looks at how gameplay features can evoke [[Social Roles]].'' == Using the pattern ==
    12 KB (1,649 words) - 07:03, 8 April 2022
  • == Using the pattern == ...derives from players' relations to a game can help with instantiating the pattern.
    7 KB (998 words) - 10:24, 13 July 2015
  • This pattern has been removed from the collection.
    80 bytes (11 words) - 07:52, 10 October 2014
  • ...e either fictional or virtual, it may also be done with physical ones. The pattern [[Artifact-Location Proximity]] signifies when technology checks whether th == Using the pattern ==
    4 KB (563 words) - 07:33, 20 May 2022
  • ...eatures of games often overlooked by designing counter-examples. While the pattern described here is broader in context, the examples show how gameplay can be == Using the pattern ==
    4 KB (517 words) - 08:35, 3 September 2016
  • == Using the pattern == Updated version of the pattern ''Extra-Game Input'' first described in the report ''Game Design Patterns f
    7 KB (1,142 words) - 11:14, 23 October 2012
  • ...can have a ''procedural rhetoric''<ref name="bogost"/>, and users of this pattern may benefit from considering the work on this subject. == Using the pattern ==
    5 KB (779 words) - 07:50, 31 August 2012
  • == Using the pattern == ...pically conflicts with [[Attention Demanding Gameplay]] and choosing which pattern to support may be a tougher design decision.
    6 KB (895 words) - 08:26, 2 September 2014
  • == Using the pattern == ...ld activity to move and navigate, [[Physical Navigation]] instantiates the pattern [[Real Life Activities Affect Game State]] when present. Since the reason w
    5 KB (614 words) - 10:44, 26 July 2016
  • == Using the pattern == ...ivities that require physical skills is another apparent way to insert the pattern in a game. [[Time Limits]] can be used to restrict for how long players hav
    5 KB (707 words) - 08:07, 8 August 2015
  • == Using the pattern == Updated version of the pattern ''Player-Artifact Proximity'' first described in the report ''Game Design P
    5 KB (652 words) - 09:43, 23 October 2012
  • == Using the pattern == ...ng them. Given that both players and avatars have possibility to move, the pattern creates [[Physical Navigation]] and is likely to create [[Orthogonal Differ
    4 KB (537 words) - 08:48, 9 November 2012
  • == Using the pattern == ...proach to the games (since the games support [[Casual Gameplay]]). Another pattern that specifically can modulate [[Player-Location Proximity]] is [[Seamful G
    6 KB (775 words) - 10:05, 13 May 2022
  • == Using the pattern == The [[Real World Knowledge Advantages]] pattern often leads to chances of showing [[Gameplay Mastery]], since in many cases
    4 KB (542 words) - 07:07, 27 August 2021
  • == Using the pattern == ...imity]] with technologies that do not work everywhere. This means that the pattern is difficult to apply on games that have [[Ubiquitous Gameplay]].
    3 KB (478 words) - 08:08, 8 August 2015
  • ''Note: this pattern complies with the original definition of the concept of [[Self-Reported Pos == Using the pattern ==
    4 KB (516 words) - 06:34, 22 June 2014
  • == Using the pattern == ...eption of Real World Phenomena due to Gameplay]]. However, games with this pattern are based on players already having some perceptions of the phenomena the g
    9 KB (1,432 words) - 10:25, 13 July 2015
  • == Using the pattern == ...d [[Social Interaction]] since this is likely to occur as an effect of the pattern. While gameplay design to hinder players from having [[Social Interaction]]
    5 KB (667 words) - 16:00, 8 February 2019
  • == Using the pattern == ...create [[Predictable Gameplay Time]]; if this is the reason for using the pattern then an alternative is using [[Positive Feedback Loops]] instead.
    5 KB (685 words) - 11:07, 7 September 2016
  • ...y:Puzzle Games|Puzzle Games]], e.g. [[Angry Birds]] or [[Continuity]]. The pattern becomes strong when observers can choose to join the game and become player == Using the pattern ==
    5 KB (755 words) - 09:08, 17 July 2014
  • == Using the pattern == [[Spectators]] is an [[:Category:Interface Patterns|Interface Pattern]].
    10 KB (1,431 words) - 12:07, 19 March 2018
  • ''Note: Although players rather than gamers are used in this pattern to describe those engaged in gameplay, those trying to affect the gameplay == Using the pattern ==
    4 KB (622 words) - 10:58, 31 October 2012
  • == Using the pattern == ...aspects of improvement in abilities of the main characters, and using the pattern is a way to let gameplay and narration move in tandem.
    4 KB (563 words) - 10:31, 30 July 2014
  • This pattern is [[:Category:Subjective Patterns|subjective]] since be able to understand ...e knows the optimal strategy. [[Tic-Tac-Toe]] can also be said to have the pattern since if both players are playing optimally, nobody will win (so the [[Pred
    7 KB (1,057 words) - 13:06, 6 September 2016
  • == Using the pattern == ...ally, limiting the open-ended mechanic to one die is a way to not make the pattern occur too often (e.g. allowing additional die on any 6 on a 3D6 roll gives
    5 KB (709 words) - 12:05, 20 March 2018
  • == Using the pattern == ...ace Patterns|Interface Pattern]] but also a [[:Category:Meta Patterns|Meta Pattern]].
    5 KB (697 words) - 09:56, 25 July 2016
  • == Using the pattern == ...ntitled Players]] can negatively affect [[Player Balance]]. This makes the pattern most often used in [[Unwinnable Games]] with both [[Game Masters]] and play
    5 KB (625 words) - 09:33, 21 September 2016
  • == Using the pattern == ...ffect each other through the game system. [[Proxy Players]] can remove the pattern altogether by instantly replacing the lost player with a new; this can be d
    7 KB (1,064 words) - 14:03, 26 July 2016
  • == Using the pattern == New pattern created in this wiki.
    5 KB (672 words) - 10:08, 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
  • == Using the pattern == New pattern created in this wiki.
    6 KB (804 words) - 14:49, 4 August 2015
  • As a pattern pertaining to [[:Category:Live Action Roleplaying Games|Live Action Rolepla == Using the pattern ==
    4 KB (593 words) - 17:57, 6 September 2014
  • == Using the pattern == ...choosing which specific technique to use when designing games to have this pattern.
    5 KB (778 words) - 12:10, 28 July 2014
  • == Using the pattern == ...tures, [[Meta-Postures]] is a [[:Category:Information Patterns|Information Pattern]].
    3 KB (397 words) - 08:35, 27 July 2014
  • == Using the pattern == [[Diegetic Communication]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]] and designing for it is strongly related to designing for [[Diegetic Cons
    5 KB (634 words) - 07:44, 17 July 2019
  • == Using the pattern == ...t and as ways to communicate that ongoing [[Scenes]] should end. While the pattern can work for any type of [[Enactment]] it seems to be used more to modulate
    4 KB (528 words) - 08:31, 27 July 2014
  • == Using the pattern == [[Contextualization]] is a [[:Category:Narration Patterns|Narration Pattern]].
    3 KB (440 words) - 18:32, 5 July 2014
  • == Using the pattern == ...hat games are designed to support as designed to handle, often because the pattern works against [[Diegetic Consistency]] and [[Narrative Engrossment]]. This
    4 KB (576 words) - 07:35, 17 July 2019
  • == Using the pattern == [[Emotes]] is an [[:Category:Interface Patterns|Interface Pattern]].
    5 KB (628 words) - 10:47, 25 July 2014
  • == Using the pattern == ...[[:Category:Narration Patterns|Narration Pattern]]. One typical use of the pattern is to introduce [[Alien Space Bats]], i.e. fantastical or supernatural agen
    4 KB (560 words) - 07:56, 23 October 2014
  • == Using the pattern == ...rration]] is perhaps first seen as a [[Category:Negative Patterns|Negative Pattern]] to be avoided, especially in games with [[Roleplaying]] or where a design
    5 KB (633 words) - 07:18, 17 July 2019
  • Note: ''this pattern does not discuss the quality of [[Storytelling]] in a game, only how it rel Note: ''this pattern does not discuss the retelling on gameplay events after it has occurred, fo
    12 KB (1,591 words) - 15:17, 21 March 2017
  • Note: ''This pattern does not examine intentionally losing a game instances for extra-game reaso Note: ''The design feature described by this pattern is alternatively called 'Playing to Lift' to LARP communities that wish to
    5 KB (806 words) - 09:23, 10 March 2018
  • == Using the pattern == New pattern created in this wiki.
    3 KB (500 words) - 06:43, 11 August 2015
  • == Using the pattern == [[Non-Diegetic Features]] is a [[:Category:Diegetic Patterns|Diegetic Pattern]] but relates heavily to interfaces.
    5 KB (687 words) - 08:42, 8 April 2022
  • == Using the pattern == [[Enactment]] is an [[:Category:Interface Patterns|Interface Pattern]].
    7 KB (927 words) - 08:09, 8 August 2015
  • == Using the pattern == ...Consistency]]. This means that [[Physical Enactment]] can instantiate that pattern but it is a fragile solution since it requires the cooperation and successf
    4 KB (542 words) - 20:06, 30 July 2015
  • == Using the pattern == ...using [[Mimetic Interfaces]] have rather limited gameplay actions and the pattern may be good to use for [[Minigames]] since these can provide variety in the
    5 KB (747 words) - 08:20, 6 September 2014
  • == Using the pattern == ...ments that can carry the [[Narration Structures]] is a requirement for the pattern. Most essential is the presence of [[Characters]] that can have goals and [
    13 KB (1,813 words) - 09:15, 8 March 2023
  • Note: ''this pattern is tagged as speculative even if it provides some examples. This is because == Using the pattern ==
    6 KB (824 words) - 19:07, 5 January 2015
  • == Using the pattern == ...attern modulates [[Algorithmic Agents]] it is also implemented through the pattern [[Algorithmic Agents]].
    4 KB (537 words) - 19:50, 14 August 2014
  • Note: this pattern does not include the common meaning of [[Phasing]] as a means of being inta == Using the pattern ==
    5 KB (711 words) - 09:00, 22 August 2014
  • == Using the pattern == Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper ''Exploring ae
    4 KB (579 words) - 13:59, 11 August 2015
  • == Using the pattern == New pattern created in this wiki.
    3 KB (422 words) - 13:05, 27 June 2016
  • == Using the pattern == New pattern created in this wiki.
    5 KB (643 words) - 19:01, 6 September 2014
  • == Using the pattern == ...[[Friend Lists]] works against the pattern since the central idea of that pattern is to help players identify each other.
    3 KB (446 words) - 10:21, 13 July 2015
  • ...antage in Videogames''<ref name="consalvo"/> for more details of what this pattern collection calls [[Sanctioned Cheating]] in the context of [[:Category:Comp == Using the pattern ==
    9 KB (1,321 words) - 16:30, 18 March 2018
  • == Using the pattern == [[Player Aids]] is a [[:Category:Interface Patterns|Interface Pattern]].
    3 KB (414 words) - 11:12, 1 July 2015
  • == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].
    4 KB (549 words) - 12:30, 26 March 2018
  • == 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
  • == Using the pattern == New pattern created in this wiki.
    5 KB (679 words) - 14:33, 13 October 2014
  • == Using the pattern == While [[Characteristics]] naturally is part of [[Characters]], the pattern can also be used to characterize [[Abstract Player Constructs]] or more spe
    5 KB (648 words) - 10:53, 4 July 2016
  • == Using the pattern == ...sily implemented by just cutting of branches from the goal tree. Using the pattern in this manner implies the use of [[Dynamic Goal Characteristics]] for the
    7 KB (971 words) - 10:57, 18 March 2018
  • == Using the pattern == .... This can make [[Campaigns]] a [[:Category:Subjective Patterns|Subjective Pattern]], especially for those built upon [[Levels]]. One example of this can be t
    5 KB (695 words) - 12:47, 18 March 2018
  • == Using the pattern == ...n said above, [[Adventures]] is a [[:Category:Narration Patterns|Narration Pattern]]. Like their use in [[Campaigns]], [[Finale Levels]] can be used in [[Adve
    5 KB (674 words) - 11:17, 23 December 2014
  • == Using the pattern == New pattern created in this wiki.
    4 KB (659 words) - 14:40, 21 January 2015
  • == Using the pattern == ...positions for all players before an [[End State Scoring]], the use of this pattern can provide [[Exaggerated Perception of Influence]], [[Tension]], and [[Unc
    4 KB (657 words) - 11:54, 20 January 2015
  • == Using the pattern == [[Robotic Players]] is an [[:Category:Interface Patterns|Interface Pattern]].
    3 KB (376 words) - 10:07, 11 August 2015
  • == Using the pattern == [[Finale Levels]] is a [[:Category:Narration Patterns|Narration Pattern]]. However, since [[Finale Levels]] are specifically crafted to be closures
    4 KB (562 words) - 21:05, 28 December 2014
  • == Using the pattern == ...effects that otherwise would not be possible. [[Critical Results]] is the pattern that catches most of these patterns, with [[Critical Failures]] and
    5 KB (643 words) - 12:38, 3 January 2015
  • == Using the pattern == New pattern created in this wiki.
    3 KB (395 words) - 12:32, 31 December 2014
  • == Using the pattern == New pattern created in this wiki.
    3 KB (485 words) - 22:09, 1 January 2015
  • == Using the pattern == ...of actions that can cause [[Critical Successes]] through the more specific pattern [[Critical Hits]]. [[Skills]] are typically modified by having [[Critical S
    3 KB (422 words) - 12:21, 2 January 2015
  • == Using the pattern == ...] needs to be used to create [[Critical Failures]] since by definition the pattern does not depend directly on players' performances.
    3 KB (448 words) - 12:20, 2 January 2015
  • Note: ''This pattern doesn't discuss the act of telling stories as part of gameplay, for that se == Using the pattern ==
    5 KB (762 words) - 22:07, 7 July 2015
  • == Using the pattern == ...layer Games]] is a necessary but not sufficient requirement for having the pattern in a game. Non-human players, i.e. [[AI Players]] or [[Game System Player|G
    8 KB (1,165 words) - 09:34, 12 August 2016
  • == Using the pattern == ...e potential solutions can mechanically be tested instead works against the pattern. [[Bluffing]], [[Negotiation]], and [[Roleplaying]] are examples of what ca
    9 KB (1,261 words) - 08:09, 8 August 2015
  • ...layers failing to perform an action or series of actions is covered by the pattern [[Performance Uncertainty]].'' == Using the pattern ==
    5 KB (717 words) - 09:36, 5 August 2015
  • == Using the pattern == ...[[Timing]] they should be performed. [[Variable Accuracy]] is basically a pattern for making more [[Complex Gameplay]] of [[Aim & Shoot]] actions. While indi
    17 KB (2,460 words) - 11:13, 21 March 2018
  • == Using the pattern == New pattern created in this wiki.
    4 KB (539 words) - 12:35, 25 August 2021
  • == Using the pattern == ...so make the pattern work against [[Resource Competition]]. Further, as the pattern does explicitly not one type of [[Resources|Resource]] to create another, i
    8 KB (1,060 words) - 13:23, 1 April 2022
  • == Using the pattern == While [[Beat the Leader]] is not an [[:Category:Interface Patterns|Interface Pattern]] per se, it does rely on how players can make judgments about who is leadi
    6 KB (905 words) - 13:31, 6 April 2018
  • == Using the pattern == ...f existing turns in a sequence, it can be said to be a weak example of the pattern.
    5 KB (743 words) - 08:10, 8 August 2015
  • == Using the pattern == ...e [[Surrendering]] may be seen as a [[:Category:Negative Patterns|Negative Pattern]], it is that only way to end participation in [[Unwinnable Games]]. The po
    4 KB (617 words) - 06:40, 27 August 2021
  • == Using the pattern == ...ges one to try and keep this secret which requires [[Roleplaying]], so the pattern does give rise to [[Roleplaying]] (or perhaps more accurately [[Enactment]]
    6 KB (905 words) - 10:51, 17 March 2018
  • == 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
  • == Using the pattern == New pattern created in this wiki.
    4 KB (569 words) - 14:28, 27 July 2015
  • ...resolved by eliminating the others, the games have a [[Last Man Standing]] pattern. ...rd Games|Card Games]] [[Magic: The Gathering]] and [[Hearthstone]] use the pattern.
    4 KB (601 words) - 08:50, 4 August 2022
  • == Using the pattern == ...itting]] is nearly always seen as a [[:Category:Negative Patterns|Negative Pattern]] and for that reason game designs tend to try and minimize the risk for th
    8 KB (1,131 words) - 09:17, 21 September 2016
  • == Using the pattern == An updated version of the pattern ''Score'' that was part of the original collection in the book ''Patterns i
    13 KB (1,881 words) - 09:25, 8 March 2023
  • == Using the pattern == ...having a certain [[Scores|Score]]. The specific choices made regarding the pattern heavily affect how a [[Endgame]] plays out if a game has such a gameplay ph
    4 KB (625 words) - 13:06, 20 August 2015
  • ...te who actually won (if anybody). The latter type of games make use of the pattern [[Winner determined after Gameplay Ends]]. == Using the pattern ==
    5 KB (765 words) - 08:50, 28 September 2016
  • == Using the pattern == An updated version of the pattern ''Tiebreakers'' that was part of the original collection in the book ''Patt
    5 KB (698 words) - 11:08, 26 August 2021
  • == Using the pattern == ...Instances]]. Of course, winning a game also causes a [[Game Over]] but the pattern can also be applied to [[Unwinnable Games]] since [[Game Over]] events can
    4 KB (578 words) - 09:05, 21 September 2016
  • == Using the pattern == ...us way to design against the presences of [[Tied Results]] (but since this pattern can only be added if [[Tied Results]] would be possible, [[Tiebreakers]] bo
    6 KB (872 words) - 09:01, 1 October 2016
  • == Using the pattern == ...Over]] is a special case since it can exists without other players, so the pattern needs to work explicitly in a [[Multiplayer Games|Multiplayer Game]] to be
    4 KB (503 words) - 19:44, 2 July 2015
  • == Using the pattern == ...ame (or maximizing [[Scores]] when others are trying to end the game), the pattern works against [[Investments]].
    4 KB (604 words) - 08:10, 8 August 2015
  • == Using the pattern == ...typically match [[Expansion]] and [[Exploitation]] so the behavior of this pattern affects both those two.
    3 KB (476 words) - 11:09, 7 September 2016
  • == Using the pattern == ...ate in the [[Abstract Player Constructs]]. [[Deck Building]] is a specific pattern that allows players to try and construct [[Gameplay Engines]] during gamepl
    4 KB (545 words) - 08:11, 21 September 2016
  • ...All games that have to be bought are in a sense [[Pay to Play]], but this pattern specifically looks at game design that require players to pay to play the g == Using the pattern ==
    3 KB (385 words) - 13:41, 26 January 2015
  • == Using the pattern == An updated version of the pattern ''Uncertainty of Information'' that was part of the original collection in
    6 KB (805 words) - 12:04, 26 August 2021
  • == Using the pattern == ...he beginning of a game instance, one could argue that a fuller form of the pattern supports [[Late Arriving Players]]. In contrast, players may not be need to
    7 KB (946 words) - 19:44, 2 July 2015
  • == Using the pattern == As a middle ground, some pattern can regulate how much [[Downtime]] players have. The precise design of [[Li
    9 KB (1,216 words) - 13:23, 27 August 2015
  • == Using the pattern == New pattern created in this wiki.
    3 KB (390 words) - 10:30, 27 July 2015
  • == Using the pattern == New pattern created in this wiki.
    3 KB (456 words) - 11:16, 1 July 2015
  • == Using the pattern == ...meplay]] as the game [[4 Minutes and 33 Seconds of Uniqueness]] shows. The pattern [[Always Vulnerable]] covers the "extreme" version of [[Real-Time Games]] w
    5 KB (739 words) - 08:15, 11 October 2022
  • == Using the pattern == ...mentations]] affect the [[Agents]] that players represent in the game, the pattern can be used to modulate [[Agents]] and they cause [[Enforced Agent Behavior
    4 KB (554 words) - 15:16, 21 March 2018
  • == Using the pattern == Pattern]].
    4 KB (624 words) - 09:31, 15 July 2016
  • == Using the pattern == ...or, in more complex cases, [[Enforced Agent Behavior]]) to instantiate the pattern.
    4 KB (506 words) - 21:20, 5 July 2015
  • == Using the pattern == [[Player Agency]] is a [[:Category:Subjective Patterns|Subjective Pattern]] and can therefore result in fickle designs. For example, the use of [[Luc
    5 KB (749 words) - 14:08, 15 August 2016

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