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- ...tern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.: (use this if that pattern isn't finished)4 KB (573 words) - 14:45, 26 October 2015
- Note: to make a new pattern, use the [[Gameplay Design Pattern Template]] [[Limited Resources]] <- Should be removed (but take info from old pattern)45 KB (6,258 words) - 09:28, 24 November 2023
- ...er presenting the basic idea but not the collection. Armed with the design pattern concept the students have easily put words on design choices made in existi2 KB (382 words) - 14:24, 4 November 2009
- This pattern is a still a stub. == Using the pattern ==1 KB (146 words) - 09:29, 30 July 2014
- [[Category:Pattern Related Notes]] ...lations between the patterns that are "collaborating" to create the target pattern.2 KB (283 words) - 09:39, 8 July 2014
Page text matches
- ...nd Concepts]] - see also the category of [[:Category:Pattern Related Notes|Pattern Related Notes]]. ...press clearly intentions, analyses, and opinions regarding gameplay. See [[Pattern-Based Methods]] for more specific suggestions on how to use them.15 KB (2,126 words) - 07:08, 2 May 2024
- ...tern name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.: (use this if that pattern isn't finished)4 KB (573 words) - 14:45, 26 October 2015
- [[Gameplay Design Pattern Template]] [[Pattern Suggestion List]] - for lists of new patterns to create2 KB (317 words) - 08:48, 21 September 2016
- == Using the pattern == Of course, the pattern can most easily be deigetically be presented in a game as an alarm is some5 KB (668 words) - 07:11, 27 August 2021
- ...puter system can be built to handle several different game instances, this pattern describes the logics that control one game instance. Systems that control m == Using the pattern ==7 KB (1,065 words) - 18:08, 29 January 2015
- Note: to make a new pattern, use the [[Gameplay Design Pattern Template]] [[Limited Resources]] <- Should be removed (but take info from old pattern)45 KB (6,258 words) - 09:28, 24 November 2023
- == Using the pattern == New pattern created in this wiki.2 KB (367 words) - 08:37, 3 September 2016
- == Using the pattern == New pattern created in this wiki.7 KB (1,108 words) - 08:23, 4 August 2022
- == Using the pattern == New pattern created in this wiki.13 KB (1,922 words) - 08:07, 4 August 2022
- == Using the pattern == New pattern created in this wiki.8 KB (1,150 words) - 08:24, 4 August 2022
- ...game name be the name of the page. Don't forget to include code to add the pattern for the appropriate categories, e.g.:792 bytes (114 words) - 22:20, 6 January 2011
- == Using the pattern == ...els|Level]] after completing another with no possibility of returning. The pattern [[Shrinking Game Worlds]] makes use of [[Irreversible Events]] to ensure th11 KB (1,619 words) - 08:25, 24 November 2015
- ...er presenting the basic idea but not the collection. Armed with the design pattern concept the students have easily put words on design choices made in existi2 KB (382 words) - 14:24, 4 November 2009
- == Using the pattern == ...s]] implied that it is the actions of [[Agents]] that can interrupted, the pattern can also be used to interrupt the progress of series of events, e.g. [[Scri6 KB (888 words) - 10:03, 16 March 2018
- == Using the pattern == ...akes [[Challenging Gameplay]] a [[:Category:Subjective Patterns|Subjective Pattern]]. Although the difficulty of a game is individual to each player, games ca23 KB (3,355 words) - 16:03, 3 October 2016
- == Using the pattern == ...tentionally having it. [[Ricochet Robots]] is however an example where the pattern is not a problem since all players are causing the time-bound [[Analysis Pa10 KB (1,463 words) - 15:55, 25 January 2018
- == Using the pattern == [[Real-Time Games]] naturally give rise to the pattern [[The Show Must Go On]] and opens up for [[FUBAR Enjoyment]] (especially wh11 KB (1,669 words) - 06:58, 14 April 2022
- == Using the pattern == An rewrite of the original pattern named High Score Lists in the book 'Patterns in Game Design' (Björk & Holo6 KB (990 words) - 16:48, 19 January 2018
- == Using the pattern == ...rd]] calculations on which game elements to protect and which to risk. The pattern often requires the players to perform [[Attention Swapping]], especially in4 KB (699 words) - 22:40, 2 August 2011
- == Using the pattern == A rewrite of the pattern ''Maneuvering'' that was part of the original collection in the book ''Patt5 KB (727 words) - 08:15, 2 September 2014
- == Using the pattern == ...s typically are simple ones, such as button presses, and the design of the pattern mainly consist of deciding with combinations and what [[Timing]] is require6 KB (852 words) - 08:28, 11 October 2022
- == Using the pattern == ...or example in [[Ricochet Robots]]). Games with [[Racing]] instantiate this pattern, and a [[Meta Games|Meta Game]] version of this is [[Speedruns]]. The latte6 KB (933 words) - 09:05, 21 September 2016
- == Using the pattern == ...through dying, in fact this is common in many early examples of using the pattern.11 KB (1,707 words) - 10:21, 15 March 2023
- == Using the pattern == ...their own right (at least on a diegetic level), so a primary need for the pattern is to create such suitable game components. This is typically [[Avatars]] o22 KB (3,137 words) - 07:22, 8 April 2022
- == Using the pattern == ...-In/Drop-Out]] are however typically not the main challenge with using the pattern (but [[Dedicated Game Facilitators]] such as [[Game Masters]] can avoid [[E13 KB (1,995 words) - 08:24, 8 August 2015
- ...hem moving in a group throughout the levels, the games promote the dynamic pattern [[Virtual Co-Presences]] between the players. This in turn means that playe ...g in rounds where each team gets to play both sides in a [[Role Reversal]] pattern that provides a level of [[Team Balance]] by removing the influence of the26 KB (4,124 words) - 10:03, 13 May 2022
- == Using the pattern == ...icitly in a game. Basically all [[Real-Time Games]] or games providing the pattern [[The Show Must Go On]] have implicit limits on how much time one has avail17 KB (2,648 words) - 09:05, 21 September 2016
- == Using the pattern == New pattern created for this wiki by [[User:Staffan Björk|Staffan Björk]].18 KB (2,669 words) - 08:02, 4 August 2022
- == Using the pattern == The [[Cooldown]] pattern have similar effects on actions as making them into [[Extended Actions]] an10 KB (1,419 words) - 08:55, 10 August 2016
- == Using the pattern == ...once. For players that know that they can be betrayed, the presence of the pattern in a game gives [[Anticipation]] and [[Tension]] to the gameplay, even more12 KB (1,820 words) - 16:10, 8 February 2019
- == Using the pattern == A revised version of the pattern ''Cooperation'' that was part of the original collection in the book ''Patt15 KB (2,097 words) - 07:00, 8 April 2022
- == Using the pattern == It is relatively trivial to include the pattern of [[Late Arriving Players]] in [[Massively Single-Player Online Games]] gi8 KB (1,159 words) - 08:25, 8 August 2015
- == Using the pattern == ...ed depending on the number of outcomes (e.g. [[Bloodbowl]] for use of this pattern). [[Drafting Spreads]] and other ways of combining [[Drafting]] with [[Free21 KB (2,978 words) - 08:57, 15 March 2023
- == Using the pattern == New pattern created in this wiki.6 KB (1,007 words) - 09:15, 14 July 2015
- == Using the pattern == ...that are found in greater number in games are also used together with the pattern more often. This makes [[Pick-Ups]], [[Power-Ups]], and [[Units]] common ob11 KB (1,688 words) - 11:19, 6 April 2018
- == Using the pattern == ...earlier ones. Since the experience of closures are highly subjective, the pattern is a subjective one and even more so than for other patterns ensuring its p8 KB (1,054 words) - 14:26, 25 August 2022
- == Using the pattern == ...to avoid [[Tension]], so these are naturally difficult to combine with the pattern. [[Private Game Spaces]] and [[Safe Havens]] do this also, but at localized24 KB (3,511 words) - 09:04, 21 September 2016
- == Using the pattern == A rewrite version of the pattern ''Luck'' that was part of the original collection in the book ''Patterns in9 KB (1,303 words) - 12:58, 9 April 2018
- == Using the pattern == ...layability]], having complete [[Strategic Knowledge]] can work against the pattern instead. Examples of how can happen is fully understanding [[Algorithmic Ag13 KB (1,913 words) - 17:54, 13 March 2018
- == Using the pattern == New pattern created in this wiki.3 KB (458 words) - 12:09, 20 March 2018
- == Using the pattern == ...litated Games]]. While mechanical and computer-based game varieties of the pattern can objectively ensure [[Irreversible Events]] they do not naturally provid20 KB (2,916 words) - 09:30, 23 August 2021
- == Using the pattern == ...d Planning]] (especially when combined with [[Discard Piles]]). As for any pattern using [[Randomness]], [[Drawing Stacks]] can allow players to feel [[Luck]]9 KB (1,436 words) - 08:11, 17 June 2022
- ...cters (the "Aim Assist" option in the game can be seen as a version of the pattern as well). == Using the pattern ==9 KB (1,232 words) - 08:07, 14 August 2016
- == Using the pattern == New pattern created in this wiki.8 KB (1,148 words) - 09:26, 15 July 2016
- == Using the pattern == New pattern created in this wiki.6 KB (828 words) - 20:14, 11 August 2016
- == Using the pattern == New pattern created in this wiki.6 KB (837 words) - 08:33, 4 September 2016
- This pattern is a still a stub. == Using the pattern ==1 KB (146 words) - 09:29, 30 July 2014
- == Using the pattern == ...nflict with [[Exaggerated Perception of Influence]]. That being said, this pattern can mainly be instantiated in games in two ways. First, through affecting h22 KB (3,278 words) - 09:10, 21 September 2016
- == Using the pattern == ...if players are likely to think they have higher chances than they do this pattern supports [[Exaggerated Perception of Influence]]. Players' possibility to p7 KB (1,024 words) - 15:30, 31 July 2015
- == Using the pattern == ...]] to be able to affect one's environment is probably the most fundamental pattern needed to create the appearance of [[Agents]] in a game. This since without13 KB (1,900 words) - 08:18, 26 September 2016
- ...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 aesthet27 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 Pat1,021 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 Ag3 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 act3 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 Pat4 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 possibil4 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 typicall8 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 can17 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 vari7 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 role7 KB (957 words) - 11:47, 17 July 2016
- == Using the pattern == A pattern first identified in ''Exploring Aesthetical Gameplay Design Patterns – Ca4 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 the7 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 abilities6 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 whe12 KB (1,784 words) - 13:03, 6 September 2016
- == Using the pattern == New pattern from the paper ''Exploring Aesthetic Gameplay Design Patterns – Camarade6 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 d14 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 player9 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 book12 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 th19 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 ''Pa10 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 th22 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 wh7 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 th14 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 [[P8 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 [[Leve28 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 reassemble9 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 form8 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 c4 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 c6 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 game10 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]] t12 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 e9 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 pl8 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 implemen12 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 R12 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]] aff14 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 possibil7 KB (959 words) - 14:31, 12 January 2018
- == Using the pattern == The pattern of [[Internal Conflicts]] can be applied in many different ways: on individ11 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="Lankoski211 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 ''Patter8 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 entity8 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]]) where10 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 Infl12 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 boo19 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 possibl8 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 even15 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 Consequen6 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 b10 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 Game8 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 pr9 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 book8 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 time7 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 [[Gamepla10 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 i8 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 ''Pat19 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]] game15 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]] t7 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 [[Massivel8 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 ''Patterns6 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 ma5 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]], it17 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 time6 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 [[Tic6 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. [[Craftin4 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 ''Patte10 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 [[Penalt5 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 this4 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 de8 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 an10 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 wh6 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 [[Geospati11 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 makes7 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 i11 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 [[Installation8 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 [[Inventories7 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 It8 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 mentions6 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 is6 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 appearance5 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 Wo5 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 goals13 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 b14 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, w8 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 gene5 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 they11 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 ''Patter11 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 s14 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]] agains14 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 ''Pattern7 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 ''Patterns6 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 ''Patt7 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 Mo9 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 [[A23 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 game9 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 outcomes15 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 in11 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 de15 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 boo9 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 boo7 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, the5 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 up6 KB (892 words) - 14:23, 12 August 2015
- == Using the pattern == New pattern created in this wiki. However, it was first introduced using another templa7 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]] su4 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 the6 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 boo6 KB (895 words) - 09:34, 8 October 2014
- == Using the pattern == New pattern created in this wiki. However, it was first introduced using another templa7 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'' u4 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 templa4 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 understanding4 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 the11 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 prese6 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 cause8 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-Fix7 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' [[Abilitie20 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 [[Skills13 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 poss8 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 ''Pa14 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 only5 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 wante743 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 S3 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 ga4 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 ''Pattern4 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 eve9 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 the11 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 ''Pat6 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 causing10 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 [[Sin6 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 f6 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 players6 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 ''Pat10 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 ''Patterns13 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 Objec10 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 thi7 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 Pa7 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 memb12 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 g10 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 natura6 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]] can8 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 changin6 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 many6 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 ''Patterns13 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 collectio5 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 ''Patt5 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 explicit7 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 typically7 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 these4 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 ''Patte8 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]] bo9 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 dis4 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 bo4 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 each6 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]], [[Destructib4 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 d6 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 t10 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 t12 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 ''Pat6 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 o12 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 specifical4 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 pau3 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 game4 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]] has7 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 and6 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 awa7 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 Gam4 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 contro8 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 and5 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 the9 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 [[Vulnerabili8 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 i6 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 also3 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 converte4 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 Social6 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 mark3 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 players9 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 thes10 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 s4 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 [[Synchronou11 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 likewi3 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 gi4 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 w4 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 f7 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 w5 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 hav5 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 P5 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 Differ4 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 G6 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 cases4 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 g9 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 [[Pred7 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 gives5 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 play5 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 d7 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 Cons5 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 modulate4 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]]. This4 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 agen4 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 design5 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, fo12 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 to5 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 successf4 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 the5 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 ae4 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 individual19 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 spe5 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 the7 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 t5 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 [[Adve5 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 [[Unc4 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 closures4 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]] and5 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 S3 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|G8 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 ca9 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 indi17 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, i8 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 leadi6 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 po4 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 th8 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 i13 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 ph4 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 ''Patt5 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 can4 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]] bo6 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 be4 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 gamepl4 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 in6 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 to7 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 [[Li9 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]] w5 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 Behavior4 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 [[Luc5 KB (749 words) - 14:08, 15 August 2016