Pattern Suggestion List: Difference between revisions

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For patterns that have partly or fully been inserted into the wiki, see the [[:Category:Patterns|category of patterns]]. See also [[Renamed Patterns]].
Note: not all these patterns should necessary be made...  
Note: not all these patterns should necessary be made...  


Line 7: Line 5:
Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to
Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to


== Patterns ==
Note: the totally new patterns at the bottom of the page should be left even after they are create to make it easier for us to identify them.
=== From the cd-rom ===
[[Alliances]]


[[Alternative Realities]]
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.


[[Anticipation]]
== Patterns ==


[[Asymmetric Goals]]
=== From the cd-rom ===
Ability Losses


[[Asymmetric Information]]
Achilles' Heels


[[Asymmetric Resource Distribution]]
[[Substitutional Algorithmic Agents]] ( <- Agents has a new meaning)


[[Asynchronous Games]]
Aim & Shoot


[[Attention Swapping]]
Alignment


[[Betting]]
Alliances


[[Bidding]]
Alternative Reality


[[Bluffing]]
Anticipation


[[Closed Economies]]
Area Control


[[Closure Points]]
[[Arithmetic Progression]] ( <- Arithmetic Rewards for Investments)


[[Cognitive Engrossment]] (<- Cognitive Immersion )
Asymmetric Abilities


[[Collecting]]
Asymmetric Goals


[[Collections]] (<- Collection )
Asymmetric Information


[[Committed Goals]]
Asymmetric Resource Distribution


[[Competitions]] ( <- Competition )
Asynchronous Games


[[Conceal]]
Attention Swapping


[[Configuration]]
Balancing Effects


[[Conflicts]] ( <- Conflict )
Betrayal


[[Connection]]
Betting


[[Constructive Gameplay]] ( <- Constructive Play )
Bidding


[[Consumers]]
Bluffing


[[Contact]]
Book-Keeping Tokens


[[Containers]]
Boss Monsters


[[Continuous Goals]]
Budgeted Action Points


[[Converters]]
[[Switches]] (<-Buttons)


[[Creative Control]]
Cameras


[[Deliver]] (<- Delivery)
Camping


[[Dexterity-Based Actions]]
Capture


[[Dice]]
Card Hands


[[Diminishing Returns]]
Cards


[[Direct Information]]
Character Development


[[Disruption of Focused Attention]]
Characters


[[Downtime]]
Chargers


[[Temporary Alliances]] <- (Dynamic Alliances)
Closed Economies


[[Dynamic Goal Characteristics]]
Closure Points


[[Easter Eggs]]
Clues


[[Eliminate]]
Cognitive Immersion


[[Empowerment]] - should be related to Illusion of Influence
Collaborative Actions


[[Enclosure]]
Collecting


[[Evade]]
Collection


[[Excluding Goals]]
Combat


[[Extra-Game Actions]]
Combos


[[Extra-Game Information]]
Committed Goals


[[Fog of War]]
Communication Channels


[[Gain Information]]
Competence Areas


[[Gain Ownership]]
Competition


[[Game Mastery]]
Conceal


[[Game Pauses]]
Configuration


[[Game State Overviews]] ( <- Game State Overview )
Conflict


[[Ghosts]]
Connection


[[Goal Indicators]]
Consistent Reality Logic


[[Check Points]] <- Goal Points
Construction


[[Guard]]
Constructive Play


[[Herding]] <- Herd (check for links to Herd)
Consumers


[[Goal Hierarchies]] ( <- Hierarchy of Goals )
Contact


[[Hovering Closures]]
Container


[[Identification]]
Continuous Goals


[[Illusionary Rewards]]
Controllers


[[Engrossment]] ( <- Immersion)
Converters


[[Imperfect Information]]
Cooperation


[[Incompatible Goals]]
Creative Control


[[Indirect Control]]
Cut Scenes


[[Indirect Information]]
Damage


[[Individual Penalties]]
[[Traps]] (<- Deadly Traps)


[[Individual Rewards]]
Decreased Abilities


[[Interferable Goals]]
Dedicated Game Facilitators


[[Investments]]
Delayed Effects


[[King of the Hill]]
Delayed Reciprocity


[[Last Man Standing]]
Delivery


[[Leaps of Faith]]
Dexterity-Based Actions


[[Limited Foresight]]
Dice


[[Limited Planning Ability]]
Diminishing Returns


[[Limited Resources]]
Direct Information


[[Limited Set of Actions]]
Discard Piles


[[Meta Games]]
Disruption of Focused Attention


[[Mutual Goals]]
Downtime


[[Near Miss Indicators]]
Drawing Stacks


[[Negotiation]]
Dynamic Alliances


[[Never Ending Stories]]
Dynamic Goal Characteristics


[[Non-Renewable Resources]]
Early Elimination


[[Optional Goals]]
Easter Eggs


[[Outcome Indicators]]
Eliminate


[[Overcome]]
Emotional Immersion


[[Ownership]]
Empowerment - should be related to Illusion of Influence


[[Rock-Paper-Scissors]] (<- Paper-Rock-Scissors)
Enclosure


[[Penalties]]
Enemies


[[Perceivable Margins]]
Ephemeral Goals


[[Perfect Information]]
Evade


[[Player Balance]]
Excluding Goals


[[Player Defined Goals]]
Experimenting


[[Player-Decided Distributions]] (<- Player-Decided Distribution of Rewards & Penalties)
Exploration


[[Player-Decided Results]]
Extended Actions


[[Predefined Goals]]
Extra-Game Actions


[[Preventing Goals]]
Extra-Game Consequences


[[Production-Consumption Flows]] ( <- Producer-Consumer )
Extra-Game Information


[[Producers]]
First-Person Views


[[Progress Indicators]] ("Progress" announced for quests in Ravenwood Fair)
Focus Loci


[[Public Information]]
Fog of War


[[Quick Games]]
Freedom of Choice


[[Reconnaissance]]
Gain Competence


[[Red Queen Dilemmas]]
Gain Information


[[Renewable Resources]]
Gain Ownership


[[Rescue]]
Game Masters


[[Resource Generators]] (tangible game elements now; and break out [[Generators]])
Game Mastery


[[Resource Locations]]
Game Pauses


[[Resource Management]]
Game State Overview


[[Resources]]
Game World


[[Reversibility]] ( <- Reversability)
Game World Navigation


[[Rewards]] (don't forget to link to [[Achievements]]
Games within Games


[[Complex Gameplay]](<- Right Level of Complexity - same reasoning as below)
[[Geometric Progression]] ( <- Geometric Rewards for Investments)


[[Risk/Reward]]
Ghosts


[[Role Reversal]]
Goal Indicators


[[Save Points]]
Goal Points


[[Save-Load Cycles]] (add NPC party spoof from Baldur's gate expansion Throne of Bhaal)
God Views


[[Scores]] <- Score (several pattern link to Score right now...)
God's Finger


[[Secret Alliances]]
Guard


[[Secret Resources]]
Handicaps


[[Selectable Set of Goals]] (<- Selectable Sets of Goals)
Handles


[[Sensory-Motoric Engrossment]] ( <- Sensory-Motoric Immersion )
Helpers


[[Shared Penalties]]
Herd


[[Shared Resources]]
Hierarchy of Goals


[[Shared Rewards]]
Hovering Closures


[[Smooth Learning Curves]]
Identification


[[Social Interaction]]
[[Exaggerated Perception of Influence]] <- Perception of Influence  - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )


[[Social Organizations]]
Illusionary Rewards


[[Spatial Engrossment]] ( <- Spatial Immersion )
Immersion


[[Spectators]]
Imperfect Information


[[Stealth]]
Improved Abilities


[[Storytelling]]
Inaccessible Areas


[[Supporting Goals]]
Incompatible Goals


[[Surprises]]
Indirect Control


[[Survive]]
Indirect Information


[[Symmetric Goals]]
Individual Penalties


[[Symmetric Information]]
Individual Rewards


[[Symmetric Resource Distribution]]
Interferable Goals


[[Symmetry]]
Interruptible Actions


[[Synchronous Games]]
Investments


[[Team Balance]]
Invisible Walls


[[Team Development]]
King of the Hill


[[Team Elimination]]
Last Man Standing


[[Teams]] ( <- Team Play ) (including clans)
Leaps of Faith


[[The Show Must Go On]]
Levels


[[Tick-Based Games]] (not that ticks can exist in real-time games)
Limited Foresight


[[Tiebreakers]]
Limited Planning Ability


[[Tied Results]]
Limited Resources


[[Timing]]
Limited Set of Actions


[[Tournaments]]
Lives


[[Trade-Offs]] (<- Tradeoffs )
Luck


[[Trading]]
Maneuvering


[[Trans-Game Information]]
Memorizing


[[Transfer of Control]]
Meta Games


[[Ultra-Powerful Events]]
Moveable Tiles


[[Uncertainty of Information]]
Movement


[[Uncommitted Alliances]]
Movement Limitations


[[Unknown Goals]]
Mule


[[Varied Gameplay]]
Multiplayer Games


=== Left-overs from the book ===
Mutual Goals
(find the excel file for this)


=== New from various sources ===
Narrative Structures
==== IPerG: D5.8 ====
[[Communication Channels]]


Memorabilia
Near Miss Indicators


[[Mediated Gameplay]] (where the medium affects the gameplay) <- [[Unmediated Social Interaction]]
Negotiation


[[Chat Forums]]
Never Ending Stories


Coupled Games
New Abilities


Social Rewards
No-Ops


Configurable Gameplay Area
Non-Renewable Resources


[[Interruptibility]] <- Interruptability (because it's spelled so...)
Obstacles


[[Game Element Trading]]
Optional Goals


1.14 Hybrid Spaces
Orthogonal Unit Differentiation


1.15 Social Skills
Outcome Indicators


1.16 Real Life Activities Affect Game State
Outstanding Features


Asynchronous Collaborative Actions
Overcome


[[Negotiable Play Sessions]]
Ownership


1.21 Negotiable Game Sessions
Paper-Rock-Scissors


[[Negotiable Game Instance Duration]]
Parallel Lives


1.23 Negotiable Game Time
Penalties


[[Activity Blending]]
Perceivable Margins
 
[[Social Roles]] ( <- Selectable Social Roles )
 
==== NPC design with Petri ====
Visual Body Damage


Dissectible Bodies
[[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?)


==== Social NPC design with Petri ====
Perfect Information
Binding Promises


Brokering
Persistent Game Worlds


Competing for Attention
Pick-Ups


[[Context Dependent Reactions]] ( <- Context Dependent Reaction)
Planned Character Development


Eavesdropping
Player Balance


Either You are with Me or against Me
Player Constructed Worlds


False Accusations
Player Decided Results


Favors (<- Favor )
Player Defined Goals


Gain Allies
Player Elimination


Guide and Protect
Player Killing


[[Hierarchical Factions]] <- Hierarchical Fraction
Player-Decided Distribution of Rewards & Penalties


Linked Destinies
Polyathlons


Maintaining Lies
Power-Ups


Match-Making
Predefined Goals


Memory of Important Events
Predictable Consequences


My Enemy’s Enemy is my Friend
Preventing Goals


Others fortune affects own Mood
Privileged Abilities


Outcast
Privileged Movement


Outspoken Support
Producer-Consumer


Requesting Support
Producers


Social Gatekeeper
Progress Indicators


[[Diegetic Social Maintenance]] <- Social Maintenance
Public Information


[[Diegetic Social Norms]] <- Social Norm
Puzzle Solving


[[Traitors]] <- Traitor
Quick Games


==== Dialogue design with Jenny ====
[[Races]] <- Race
Incremental Dialogue Processing


Chunk-based Dialogue Processing
Reconfigurable Game World


Single-Initiative Dialogues
Reconnaissance


Mixed Initiative Dialogues
Red Herrings


Basic Input Feedback
Red Queen Dilemmas


Barge-In
Renewable Resources


Canned Text Responses
Replayability


[[Thematically Consistent Dialogues]] (<- Diegetically Consistent Dialogue)
Rescue


[[Context Dependent Dialogues]] ( <- Context Dependent Dialogue )
Resource Generators


[[Gameplay Integrated Conversation]] ( <- Gameplay Integrated Conversation)
Resource Locations


[[Illocutionary Interfaces]] ( <- Illocutionary Interface )
Resource Management


[[Location-Specific Dialogues]] ( <- Location-Specific Dialogues)
Resources


[[Character-Specific Dialogues]] ( <- Character-Specific Dialogue )
Reversability


Colloquial Mastery
Rewards


Delicate Phrasing
Rhythm-Based Actions


==== MMOG design by Jenny's master students (Torbjörn Söderqvist & Christian Larsson) ====
Right Level of Complexity
Loot Rights


Carryables
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)


Useables
[[Casual Gameplay]] (from changing Right Level of Difficulty)


Noticeables
Risk/Reward


Creatables
Role Reversal


Stackables
Roleplaying


Disposables
Safe Havens


Enterables/Mountables
Save Points


====== Suggested ======
Save-Load Cycles
Stealables


Dropables/Placables
Score


Social Status Symbols
Secret Alliances


==== Pervasive games with Johan Peitz ====
Secret Resources
[[Connected Games]] (from Johan's master thesis; Chao Adventure 1 + 2 with Sonic Adventure 1 + 2 for the VMU / DC, also Zombie Revenge and Quake III Arena to unlock cheat codes; Skies of Arcadia + Pinta's Quest)


Actor Detachment
Selectable Sets of Goals


Artifact-Artifact Proximity
Self-Facilitated Games


Artifact-Location Proximity
Sensory-Motoric Immersion


Configurable Gameplay Area
Shared Penalties


Critical Gameplay Design
Shared Resources


Decontextability
Shared Rewards


[[Extra-Game Input]]
Shrinking Game World


Gameplay Changes Perception of Real World Phenomena
Single-Player Games


Minimalized Social Weight
Skills


[[Physical Navigation]]
Smooth Learning Curves


[[Player Physical Prowess]]
Social Dilemmas


[[Player-Artifact Proximity]]
Social Interaction


Player-Avatar Proximity
Social Organizations


[[Player-Location Proximity]]
[[Public Player Statistics]] (<- replacing ''Social Statuses'' since this is more under the control of designers)


[[Player-Player Proximity]]
Spatial Immersion


Real Life Activities Affect Game State
Spawn Points


Real World Knowledge Advantages
Spawning


[[Seamful Gameplay]]
Spectators


[[Self-Reported Positioning]]
[[Game State Indicators]] (<- Status Indicators)


Social Adaptability
Stealth


==== Unknown ====
Stimulated Planning
Persistant State World


Fixed Real-World Exchange Rate
Storytelling


Death game mönstret
Strategic Knowledge


Point of No Return
Strategic Locations


==== New proposals from working with the wiki ====
Supporting Goals
[[Attention Demanding]] [grew out of rewriting real-time games] --[[User:Staffan Björk|Staffan Björk]] 16:08, 6 November 2009 (UTC)


[[Togetherness]] [grew out of rewriting real-time games, and makes Karl happy maybe] --[[User:Staffan Björk|Staffan Björk]] 16:18, 6 November 2009 (UTC)
Surprises


[[Option Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|Staffan Björk]] 17:58, 7 November 2009 (UTC)
Survive


[[Friend Lists]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:25, 8 November 2009 (UTC)
Symmetric Goals


[[Steadily Decreasing Resources]] [From writing Unwinnable Games] --[[User:Staffan Björk|Staffan Björk]] 11:43, 14 November 2009 (UTC)
Symmetric Information


[[Turnovers]] [From playing Bloodbowl] --[[User:Staffan Björk|Staffan Björk]] 20:43, 14 November 2009 (UTC)
Symmetric Resource Distribution


[[Game Time Manipulation]] [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --[[User:Staffan Björk|Staffan Björk]] 15:27, 19 November 2009 (UTC)
Symmetry


[[Asymmetric Roles]] (already covered by asymmetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--[[User:Karl Bergström|Karl Bergström]] 14:33, 20 November 2009 (UTC))
Synchronous Games


[[Value of Effort]] (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --[[User:Staffan Björk|Staffan Björk]] 13:41, 21 November 2009 (UTC)
Team Balance


[[Positive Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; farms in CityVille and Empires & Allies) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC) 
Team Development


[[Negative Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play; Questions in Empires & Allies that give less money than they cost to do) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)
Team Elimination


[[Game Lobbies]] (for finding games and friends, e.g. in L4D) --[[User:Staffan Björk|Staffan Björk]] 10:28, 15 December 2009 (UTC)
Team Play


[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 16 December 2009 (UTC)
The Show Must Go On


[[Campaigns]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:30, 16 December 2009 (UTC)
Third-Person Views


[[Community Functionality]] --[[User:Staffan Björk|Staffan Björk]] 15:07, 16 December 2009 (UTC)
Tick-Based Games


[[Voting]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)
Tiebreakers


[[Player Decided Rule Setup]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)
Tied Results


[[Game-Defined Vocabulary]] (quick responses in Battlefield and L4D series) --[[User:Staffan Björk|Staffan Björk]] 12:29, 17 December 2009 (UTC)
Tile-Laying


[[PvE]] (Player versus Environment; WoW) --[[User:Staffan Björk|Staffan Björk]] 11:13, 30 January 2010 (UTC)
Tiles


[[PvP]] (Player versus Player; WoW) --[[User:Staffan Björk|Staffan Björk]] 11:13, 30 January 2010 (UTC)
Timing


[[Kiting]] (drawing monsters out and attacking them) --[[User:Staffan Björk|Staffan Björk]] 11:15, 31 January 2010 (UTC)
Tools


[[Mutual Enemies]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Tournaments


[[Excluding Groups]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Traces


[[Inherent Mistrust]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Tradeoffs


[[Coordination]] (from Aesthetical Gameplay Patterns paper - include WoW marker example by Bennerstedt) --[[User:Staffan Björk|Staffan Björk]] 12:28, 27 April 2010 (UTC)
Trading


[[Sabotage]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Trans-Game Information


[[Simultaneous Challenges]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Transfer of Control


[[Virtual Co-Presence]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Traverse


[[Mutual Experiences]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Turn Taking


[[FUBAR Enjoyment]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Turn-Based Games


[[Mutual FUBAR Enjoyment]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Ultra-Powerful Events


[[Team Accomplishments]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffan Björk]] 15:09, 22 February 2010 (UTC)
Uncertainty of Information


[[Excise]] (from mentions by Karl Bergström; see also Juul's ''dead time'' concept) --[[User:Staffan Björk|Staffan Björk]] 16:46, 22 February 2010 (UTC)
Uncommitted Alliances


[[Limited Gameplay Time]] (that either game sessions or play sessions are designed to be limited in time or moves) --[[User:Staffan Björk|Staffan Björk]] 10:11, 24 February 2010 (UTC)
Unknown Goals


[[Renewable Resources]] --[[User:Staffan Björk|Staffan Björk]] 11:50, 28 February 2010 (UTC)
Varied Gameplay


[[Initial Personalization]] (that one can customized avatars before ones gameplay begins) --[[User:Staffan Björk|Staffan Björk]] 07:46, 30 March 2010 (UTC)
=== Left-overs from the book ===


[[Automated Responses]] (agents reacting automatic to detected objects and events) --[[User:Staffan Björk|Staffan Björk]] 06:16, 6 April 2010 (UTC)


[[Attributes]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)


[[Feats]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)
=== New from various sources ===


[[Advantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)
==== IPerG: D5.8 ====
1.1 Communication Channels


[[Disadvantages]] (duh...) --[[User:Staffan Björk|Staffan Björk]] 06:38, 6 April 2010 (UTC)
1.2 Social Interaction


[[Customizable Development]] (choices when having character development) --[[User:Staffan Björk|Staffan Björk]] 06:48, 7 April 2010 (UTC)
1.3 Asynchronous Games


[[Player Time Investments]] (basically, that players have spent time in the game to either master skills or create/shape something in the game) --[[User:Staffan Björk|Staffan Björk]] 06:53, 7 April 2010 (UTC)
1.4 Memorabilia


[[Avatar Personalization]] (cosmetic personalization of avatars) --[[User:Staffan Björk|Staffan Björk]] 07:06, 7 April 2010 (UTC)
1.5 Unmediated Social Interaction


[[Deck Building]] (as in Dominion and Magic) --[[User:Staffan Björk|Staffan Björk]] 17:18, 11 April 2010 (UTC)
1.6 Chat Forums


[[Development Trees]] (as in civ but also as in D&D and Borderlands, [[Technologies]] link) --[[User:Staffan Björk|Staffan Björk]] 11:45, 17 April 2010 (UTC)
1.7 Coupled Games


[[King Maker]] (wasn't this in the first collection?) --[[User:Staffan Björk|Staffan Björk]] 14:35, 18 April 2010 (UTC)
1.8 Social Rewards


[[Emergent Gameplay]] (1+1=3) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 April 2010 (UTC)
1.9 Configurable Gameplay Area


[[Gameplay Recording]] (e.g. Battlefield 2, Sims, the Movies) --[[User:Staffan Björk|Staffan Björk]] 10:48, 30 April 2010 (UTC)
1.10 Late Arriving Players


[[Bragging]] --[[User:Staffan Björk|Staffan Björk]] 10:58, 30 April 2010 (UTC)
1.11 Interruptability


[[Cartel Formation]] (based on non-game reasons) --[[User:Staffan Björk|Staffan Björk]] 16:03, 3 May 2010 (UTC)
1.12 Common Experiences


[[Wave]] (from the GOP paper) --[[User:Staffan Björk|Staffan Björk]] 07:22, 7 May 2010 (UTC)
1.13 Game Element Trading


[[Character Levels]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:02, 27 May 2010 (UTC)
1.14 Hybrid Spaces


[[Unobserved Game Events]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:39, 28 May 2010 (UTC)
1.15 Social Skills


[[Character Memories]] (from inserting patterns from Petri's PhD thesis) --[[User:Staffan Björk|Staffan Björk]] 07:56, 28 May 2010 (UTC)
1.16 Real Life Activities Affect Game State


[[Game Prophecies]] (information from the game what will happen in the future of the game) --[[User:Staffan Björk|Staffan Björk]] 07:58, 28 May 2010 (UTC)
1.17 Heterogeneous Game Element Ownership


[[Mandatory Goals]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:09, 30 May 2010 (UTC)
1.18 Asynchronous Collaborative Actions


[[Self-Facilitated Rules]] (as Self-Facilitated Games but only for rules and can be just a part of the rules) --[[User:Staffan Björk|Staffan Björk]] 22:03, 4 June 2010 (UTC)
1.19 Selectable Functional Roles


[[Infiltrate]] (pretending to be in a group) --[[User:Staffan Björk|Staffan Björk]] 07:18, 25 June 2010 (UTC)
1.20 Negotiable Play Sessions


[[fgh effect]] (that the 3rd guy is the crook, whomever the 3rd guy turns out to be, from newish Gamma World rules) --[[User:Staffan Björk|Staffan Björk]] 08:21, 25 June 2010 (UTC)
1.21 Negotiable Game Sessions


[[Guilds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:11, 31 August 2010 (CEST)
1.22 Negotiable Game Instance Duration


[[Secret Goals]] (duh) --[[--[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)User:Staffan Björk|Staffan Björk]] 12:11, 3 September 2010 (CEST)
1.23 Negotiable Game Time


[[Intrigue]] (secret negotiations) --[[User:Staffan Björk|Staffan Björk]] 12:13, 3 September 2010 (CEST)
Activity Blending


[[Effect Descriptions]] (descriptions of the game effect of an action) --[[User:Staffan Björk|Staffan Björk]] 10:22, 7 September 2010 (CEST)
Selectable Social Roles


[[Tragedy of the Commons]] (breakout from Social Dilemmas?) --[[User:Staffan Björk|Staffan Björk]] 16:47, 7 September 2010 (CEST)
==== NPC design with Petri ====
Visual Body Damage


[[Enforced Goals]] (goals you need to succeed with to complete or win a game) --[[User:Staffan Björk|Staffan Björk]] 10:35, 9 September 2010 (CEST)
Dissectible Bodies


[[Indirectly Aggressive Actions]] (A secondary effect to an action that improves your chances in which opponents ability to improve their absolute position is reduced) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)
==== Social NPC design with Petri ====
Actions Have Social Consequences


[[Directly Aggressive Actions]] (Actions that reduced opponents absolute positions in the game) --[[User:Staffan Björk|Staffan Björk]] 10:57, 9 September 2010 (CEST)
Binding Promises


[[Game Element Removal]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:54, 9 September 2010 (CEST)
Brokering


[[Game-Induced Player Social Status]] (re-introduced from ''Social Status'' ) --[[User:Staffan Björk|Staffan Björk]] 10:51, 10 September 2010 (CEST)
Competing for Attention


[[Upgrading]] (the event of giving new or improved abilities) --[[User:Staffan Björk|Staffan Björk]] 14:39, 10 September 2010 (CEST)
Context Dependent Reaction


[[Tokens]] (duh) --[[User:Staffan Björk|Staffan Björk]] 15:11, 10 September 2010 (CEST)
Eavesdropping


[[Performance]] (theatrical or show-off expression) --[[User:Staffan Björk|Staffan Björk]] 12:09, 14 September 2010 (CEST)
Either You are with Me or against Me


[[Chain Reactions]] --[[User:Staffan Björk|Staffan Björk]] 12:48, 17 September 2010 (CEST)
False Accusations


[[Secondary Interface Screens]] (e.g. [[Inventories]] or [[Character Sheets]] - note conflicts in [[Game Worlds]], breaks [[Diegetic Consistency]] if creating [[Game Pauses]]) --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)
Favor


[[Character Sheets]] --[[User:Staffan Björk|Staffan Björk]] 11:54, 21 September 2010 (CEST)
Fraction


[[HUD Interfaces]] (also add Screen Splatter, Giantbomb) --[[User:Staffan Björk|Staffan Björk]] 12:17, 21 September 2010 (CEST)
Gain Allies


[[Game Over]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:57, 29 September 2010 (CEST)
Gossip


[[Indirect Conflicts]] (from writing Algorithmic Agents) --[[User:Staffan Björk|Staffan Björk]] 11:04, 18 November 2010 (CET)
Guide and Protect


[[Ranking Systems]]
Hierarchical Fraction


[[Glory Rewards]] (Social Rewards?, Hallford & Hallford, 2001, Swords and Circuitry: A designer’s guide to computer role playing games. Roseville, CA: Prime Publishing, p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
Information Passing


[[Sustenance Rewards]] (Hallford & Hallford, 2001 p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
Internal Conflict


[[Access Rewards]] (Hallford & Hallford, 2001 p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
Internal Rivalry


[[Facilitating Rewards]] (Hallford & Hallford, 2001 p. 158) --[[User:Staffan Björk|Staffan Björk]] 14:03, 26 November 2010 (CET)
Linked Destinies


[[Energy Penalties]] (Energy punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
Loyalty


[[Life Penalties]] (Life punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
Maintaining Lies


[[Game Termination Penalties]] (Game termination punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
Match-Making


[[Setback Penalties]] (Setback punishment, Juul, 2009, p.238) --[[User:Staffan Björk|Staffan Björk]] 17:03, 26 November 2010 (CET)
Memory of Important Events


[[Public Interfaces]] (interfaces that are accessible to several people at the same time, e.g. [[Flight Control]] on the iPad) --[[User:Staffan Björk|Staffan Björk]] 19:19, 27 November 2010 (CET)
My Enemy’s Enemy is my Friend


[[Appointments]] (related to [[Encouraged Return Visits]]; taken from the SVNGR mechanic ''Appointment Dynamic'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Others fortune affects own Mood


[[Incremental Information Delivery]] (from the SVNGR mechanic ''Cascading Information Theory'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Outcast


[[Communal Problem Solving]] (from the SVNGR mechanic ''Communal Discovery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Outspoken Support


[[Lottery]] (from the SVNGR mechanic ''Lottery'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Requesting Support


[[Shell Game]] (from the SVNGR mechanic ''Shell Game'', http://techcrunch.com/2010/08/25/scvngr-game-mechanics/)
Social Gatekeeper


[[Sandbox Gameplay]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:29, 9 December 2010 (CET)
Social Maintenance


[[Multiple Endings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:16, 13 December 2010 (CET)
Social Norm


[[Mimetic Interfaces]] (from Juuls book) --[[User:Staffan Björk|Staffan Björk]] 13:44, 3 January 2011 (CET)
Traitor


[[Referees]] (duh) --[[User:Staffan Björk|Staffan Björk]] 13:43, 4 January 2011 (CET)
==== Dialogue design with Jenny ====
Incremental Dialogue Processing


[[Limited Communication Abilities]] (ESP Game and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 17:25, 4 January 2011 (CET)
Chunk-based Dialogue Processing


[[Hidden Rules]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)
Single-Initiative Dialogues


[[Varying Rule Set]] (rules that players don't have explicit descriptions of) --[[User:Staffan Björk|Staffan Björk]] 17:52, 4 January 2011 (CET)
Mixed Initiative Dialogues


[[Proxy Players]] (agents playing for somebody else) --[[User:Staffan Björk|Staffan Björk]] 11:37, 5 January 2011 (CET)
Basic Input Feedback


[[Narrative Engrossment]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:53, 12 January 2011 (CET)
Barge-In


[[Modifiable Game Interfaces]] (WoW & MUD clients) --[[User:Staffan Björk|Staffan Björk]] 22:03, 12 January 2011 (CET)
Canned Text Responses


[[Expansions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 January 2011 (CET)
Diegetically Consistent Dialogue


[[Faucet/Drain]] (economic model in contrast to a closed system, see http://www.mine-control.com/zack/uoecon/slides.html) --[[User:Staffan Björk|Staffan Björk]] 16:50, 17 January 2011 (CET)
Context Dependent Dialogue


[[Ever Increasing Difficulty]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:46, 3 February 2011 (CET)
Gameplay Integrated Conversation


[[Discontinuous Progression]] (since not everything is Arithmetic or Geometric) --[[User:Staffan Björk|Staffan Björk]] 20:40, 15 February 2011 (CET)
Illocutionary Interface


[[Event Thresholds]] (from writing Arithmetic Progression,  quantitative point at which an event is triggered) --[[User:Staffan Björk|Staffan Björk]] 21:54, 17 February 2011 (CET)
Location-Specific Dialogue


[[Encouraged Constant Player Activity]] (from writing resource caps) --[[User:Staffan Björk|Staffan Björk]] 19:11, 18 February 2011 (CET)
Character-Specific Dialogue


[[Ragequitting]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)
Colloquial Mastery


[[Pubstomping]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:18, 20 February 2011 (CET)
Delicate Phrasing


[[First Player Tokens]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)
==== MMOG design by Jenny's master students ====
''To be added''


[[Current Player Tokens]] (duh) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)
==== Pervasive games with Johan Peitz ====
Actor Detachment


[[Victory Points]] (as tokens) --[[User:Staffan Björk|Staffan Björk]] 08:59, 27 February 2011 (CET)
Artifact-Artifact Proximity


[[Physical Enactment]] (LARPs but also SingStar and Rockband) --[[User:Staffan Björk|Staffan Björk]] 23:30, 9 March 2011 (CET)
Artifact-Location Proximity


[[Enactment]] (the activity of representing some activity) --[[User:Staffan Björk|Staffan Björk]] 18:20, 12 March 2011 (CET)
Configurable Gameplay Area


[[Miniatures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 18:27, 12 March 2011 (CET)
Coupled Games


[[Out of Character Conversations]] --[[User:Staffan Björk|Staffan Björk]] 18:43, 12 March 2011 (CET)
Critical Gameplay Design


[[In Character Conversations]] --[[User:Staffan Björk|Staffan Björk]] 18:43, 12 March 2011 (CET)
Crossmedia Gameplay


[[Turtling]] (from wikipedia and Mikael Rytterhag's Camping paper) --[[User:Staffan Björk|Staffan Björk]] 12:29, 13 March 2011 (CET)
Decontextability


[[Player-Constructed Worlds]] --[[User:Staffan Björk|Staffan Björk]] 00:51, 20 March 2011 (CET)
Extra-Game Input


[[Scenarios]] (different setups in wargame and RPGs, and Space Alert) --[[User:Staffan Björk|Staffan Björk]] 16:10, 26 March 2011 (CET)
Game Element Trading


[[Inhabitants]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:36, 2 April 2011 (CEST)
Gameplay Changes Perception of Real World Phenomena


[[Jumping]] (duh, including double jumping, e.g. http://www.giantbomb.com/double-jump/92-1/ and http://www.jorisdormans.nl/article.php?ref=artofjumping) --[[User:Staffan Björk|Staffan Björk]] 00:00, 3 April 2011 (CEST)
Heterogeneous Game Element Ownership


[[Cheat Codes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:25, 4 April 2011 (CEST)
Interruptible Gameplay


[[Powers]] (spells, etc.) --[[User:Staffan Björk|Staffan Björk]] 21:11, 6 April 2011 (CEST)
Minimalized Social Weight


[[Buffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)
Possibility of Anonymity


[[Debuffs]] --[[User:Staffan Björk|Staffan Björk]] 19:32, 7 April 2011 (CEST)
Physical Navigation


[[Stealing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:41, 8 April 2011 (CEST)
Player Physical Prowess


[[Farming]] (duh) --[[User:Staffan Björk|Staffan Björk]] 20:42, 8 April 2011 (CEST)
Player-Artifact Proximity


[[Twinking]] (for WoW) --[[User:Staffan Björk|Staffan Björk]] 20:01, 9 April 2011 (CEST)
Player-Avatar Proximity


[[Enforced Ownership]] (Soulbound concept from WoW) --[[User:Staffan Björk|Staffan Björk]] 20:05, 9 April 2011 (CEST)
Player-Location Proximity


[[Faucet/Sink]] (opposite to [[Closed Economy]]) --[[User:Staffan Björk|Staffan Björk]] 10:14, 10 April 2011 (CEST)
Player-Player Proximity


[[Micro Management]] (duh) --[[User:Staffan Björk|Staffan Björk]] 16:38, 10 April 2011 (CEST)
Real Life Activities Affect Game State


[[System Exploration]] (Exploration of the system...) --[[User:Staffan Björk|Staffan Björk]] 17:33, 12 April 2011 (CEST)
Real World Knowledge Advantages


[[Agent Needs]] --[[User:Staffan Björk|Staffan Björk]] 13:28, 14 April 2011 (CEST)
Seamful Gameplay


[[Maintenance]] --[[User:Staffan Björk|Staffan Björk]] 21:21, 14 April 2011 (CEST)
Self-Reported Positioning


[[Production-Consumption Chains]] (flows but the types change) --[[User:Staffan Björk|Staffan Björk]] 13:18, 17 April 2011 (CEST)
Social Adaptability


[[Nurturing]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)
The Rabbit Hole Invitation


[[Calm Flow]] (from Pottering paper) --[[User:Staffan Björk|Staffan Björk]] 21:59, 17 April 2011 (CEST)
Unmediated Social Interaction


[[Technologies]] (duh) --[[User:Staffan Björk|Staffan Björk]] 22:42, 20 April 2011 (CEST)
==== Unknown ====
Persistant State World
Fixed Real-World Exchange Rate
Death game mönstret
Point of No Return


[[Maintenance Costs]] (resource drains) --[[User:Staffan Björk|Staffan Björk]] 19:07, 21 April 2011 (CEST)
==== New proposals from working with the wiki ====
[[Private Game Spaces]] [Like Puerto Rico, Race to the Galaxy etc.] --[[User:Staffan Björk|Staffan Björk]] 16:10, 5 November 2009 (UTC)


[[Classes]] (duh) --[[User:Staffan Björk|Staffan Björk]] 07:52, 30 April 2011 (CEST)
[[Time Pressure]] [Surprised that this doesn't exist already, or have a missed one?] --[[User:Staffan Björk|Staffan Björk]] 08:36, 6 November 2009 (UTC)


[[Experience Points]] (duh) --[[User:Staffan Björk|Staffan Björk]] 01:27, 7 May 2011 (CEST)
[[Attention Demanding]] [grew out of rewriting real-time games] --[[User:Staffan Björk|Staffan Björk]] 16:08, 6 November 2009 (UTC)


[[Popup Screens]] (duh; fix link from note in [[Reward Widgets]]) --[[User:Staffan Björk|Staffan Björk]] 19:02, 7 May 2011 (CEST)
[[Togetherness]] [grew out of rewriting real-time games, and makes Karl happy maybe] --[[User:Staffan Björk|Staffan Björk]] 16:18, 6 November 2009 (UTC)


[[Non-Diegetic Features]] (duh; take parts from [[Diegetically Outstanding Features]] and place here) --[[User:Staffan Björk|Staffan Björk]] 19:05, 7 May 2011 (CEST)
[[Option Interfaces]] [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --[[User:Staffan Björk|Staffan Björk]] 17:58, 7 November 2009 (UTC)


[[Unit Formations]] (interface pattern for handling groups of units, e.g. in HoI series and Pik-Min) --[[User:Staffan Björk|Staffan Björk]] 14:38, 8 May 2011 (CEST)
[[Acheivements]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:00, 8 November 2009 (UTC)


[[Saving]] (duh) --[[User:Staffan Björk|Staffan Björk]] 17:25, 12 May 2011 (CEST)
[[Buddy Lists]] [from many online games] --[[User:Staffan Björk|Staffan Björk]] 11:25, 8 November 2009 (UTC)


[[Super Combos]] (loong combos, suggested by Johan Wingård) --[[User:Staffan Björk|Staffan Björk]] 20:26, 20 May 2011 (CEST)
[[Gameplay Statistics]] [from rewriting high score lists] --[[User:Staffan Björk|Staffan Björk]] 12:28, 8 November 2009 (UTC)


[[Unlocking]] (Aki Järvinen) --[[User:Staffan Björk|Staffan Björk]] 15:33, 21 May 2011 (CEST)
[[Cooldown]] [From WoW and other games, e.g. Borderlands] --[[User:Staffan Björk|Staffan Björk]] 14:31, 8 November 2009 (UTC)


[[Button Bashing]] (duh) --[[User:Staffan Björk|Staffan Björk]] 19:38, 21 May 2011 (CEST)
[[Steadily Decreasing Resources]] [From writing Unwinnable Games] --[[User:Staffan Björk|Staffan Björk]] 11:43, 14 November 2009 (UTC)


[[Flags]] (as in Capture the Flag) --[[User:Staffan Björk|Staffan Björk]] 14:49, 22 May 2011 (CEST)
[[Turnover]] [From playing Bloodbowl] --[[User:Staffan Björk|Staffan Björk]] 20:43, 14 November 2009 (UTC)


[[Resource Sources]] ( [[Resource Locations]], [[Trading]], etc.) --[[User:Staffan Björk|Staffan Björk]] 23:29, 22 May 2011 (CEST)
[[Game Time Manipulation]] [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --[[User:Staffan Björk|Staffan Björk]] 15:27, 19 November 2009 (UTC)


[[Modal Windows]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:25, 23 May 2011 (CEST)
[[Assymetrical Roles]] (already covered by assymetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--[[User:Karl Bergström|Karl Bergström]] 14:33, 20 November 2009 (UTC))


[[HUD Buttons]] (Buttons in HUD parts of interfaces, e.g. [[Quests]] in [[FarmVille]] --[[User:Staffan Björk|Staffan Björk]] 21:28, 23 May 2011 (CEST)
[[Value of Effort]] (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --[[User:Staffan Björk|Staffan Björk]] 13:41, 21 November 2009 (UTC)


[[Auctions]] (duh) --[[User:Staffan Björk|Staffan Björk]] 22:50, 25 May 2011 (CEST)
[[Non-Diegetic Elements]] (representing elements in the game world which are not part of the diegetic) --[[User:Staffan Björk|Staffan Björk]] 10:01, 25 November 2009 (UTC)


[[Player/System Skill Composites]] (system helping player with actions) --[[User:Staffan Björk|Staffan Björk]] 11:33, 29 May 2011 (CEST)
[[Grinding]] (WoW) --[[User:Staffan Björk|Staffan Björk]] 13:10, 28 November 2009 (UTC)


[[Rounds]] (duh; remember hit left, dodge right also) --[[User:Staffan Björk|Staffan Björk]] 14:41, 4 June 2011 (CEST)
[[Massively Multiplayer Online Games]] (why not?) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)


[[Regenerating Resources]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:48, 12 June 2011 (CEST)
[[Massively Single-Player Online Games]] (from 4'33", Spore and even Nethack) --[[User:Staffan Björk|Staffan Björk]] 17:29, 4 December 2009 (UTC)


[[Beat the Leader]] (dynamic has to do with uncommitted and temporary alliances) --[[User:Staffan Björk|Staffan Björk]] 08:48, 14 June 2011 (CEST)
[[Positive Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)


[[Game Boards]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:50, 15 June 2011 (CEST)
[[Negative Feedback Loops]] (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --[[User:Staffan Björk|Staffan Björk]] 12:10, 7 December 2009 (UTC)


[[Planning Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)  
[[Stack Seeding]] (from Pandemic and Ghost Story from writing about [[Randomness]]) --[[User:Staffan Björk|Staffan Björk]] 15:53, 7 December 2009 (UTC)


[[Execution Phases]] (second half of Space Alert for example, Caylus, Dominant Species, Space Hulk video game, Fallout early combat system) --[[User:Staffan Björk|Staffan Björk]] 09:27, 16 June 2011 (CEST)
[[Game Lobbies]] (for finding games and friends, e.g. in L4D) --[[User:Staffan Björk|Staffan Björk]] 10:28, 15 December 2009 (UTC)


[[Money]] (duh; not only for bidding, maintainance, but also as budgeted action points) --[[User:Staffan Björk|Staffan Björk]] 09:36, 19 June 2011 (CEST)
[[Location-Fixed Abilities]] (machine guns in L4D) --[[User:Staffan Björk|Staffan Björk]] 16:34, 15 December 2009 (UTC)


[[Limited Number of Uses]] (charges but also resources needed to activate actions) --[[User:Staffan Björk|Staffan Björk]] 15:48, 20 June 2011 (CEST)
[[Inventory]] --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)


[[Flip-Flop Events]] (going last and first in two consecutive turns) --[[User:Staffan Björk|Staffan Björk]] 09:17, 24 June 2011 (CEST)
[[Limited Inventory]] (L4D) --[[User:Staffan Björk|Staffan Björk]] 16:40, 15 December 2009 (UTC)


[[Exploits]] (unintentional combos in games; Deus Ex example; [http://en.wikipedia.org/wiki/Exploit_(online_gaming)] negative pattern but [[Nomic]]) --[[User:Staffan Björk|Staffan Björk]] 13:32, 10 July 2011 (CEST)
[[Variable Accuracy]] (L4D, player skill, character skill, equipment) --[[User:Staffan Björk|Staffan Björk]] 16:45, 15 December 2009 (UTC)


[[Generators]] (diegetic game objects that produce other diegetic game elements, e.g. monster generators in Gauntlet or water blocks in Minecraft) --[[User:Staffan Björk|Staffan Björk]] 18:17, 11 July 2011 (CEST)
[[Group Belonging]] (L4D, aesthetics work) --[[User:Staffan Björk|Staffan Björk]] 11:06, 16 December 2009 (UTC)


[[Kingmaker Situations]] (see wikipedia kingmaker scenario) --[[User:Staffan Björk|Staffan Björk]] 11:21, 13 July 2011 (CEST)
[[Player/Character Skill Composite]] (both player and character skill affects likelihood of success) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)


[[Extras]] (not the concept from sports but prepped people playing NPCs, "specially instructed player") --[[User:Staffan Björk|Staffan Björk]] 11:39, 13 July 2011 (CEST)
[[Dynamic Difficulty Adjustment]] (video games but also BSG & Shadows over Camelot) --[[User:Staffan Björk|Staffan Björk]] 12:15, 16 December 2009 (UTC)


[[Repeated Domination]] (Domination from Team Fortress; base raping, etc.; don't forget positive and negative feedback loops) --[[User:Staffan Björk|Staffan Björk]] 14:48, 13 July 2011 (CEST)
[[Split-Screen View]] (from writing about local multiplayer console games) --[[User:Staffan Björk|Staffan Björk]] 13:40, 16 December 2009 (UTC)


[[Railroading]] (duh; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)
[[Backtracking Levels]] (Left 4 Dead 2 campaign Hard Rain) --[[User:Staffan Björk|Staffan Björk]] 14:17, 16 December 2009 (UTC)


[[Entrenching Gameplay]] (positions become more and more locked; Go, Settlers of Catan, effektivt men också temporärt i RTS och vissa FPS:er; tacka Kalle) --[[User:Staffan Björk|Staffan Björk]] 11:09, 15 July 2011 (CEST)
[[Campaigns]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:30, 16 December 2009 (UTC)


[[Cover]] ? --[[User:Staffan Björk|Staffan Björk]] 14:58, 18 July 2011 (CEST)
[[Community Functionality]] --[[User:Staffan Björk|Staffan Björk]] 15:07, 16 December 2009 (UTC)


[[Open Worlds]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:21, 4 August 2011 (CEST)
[[Voting]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)


[[Game Servers]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)
[[Player Decided Rule Setup]] --[[User:Staffan Björk|Staffan Björk]] 12:10, 17 December 2009 (UTC)


[[User Accounts]] (duh) --[[User:Staffan Björk|Staffan Björk]] 21:52, 4 August 2011 (CEST)
[[Game-Defined Vocabulary]] (quick responses in Battlefield and L4D series) --[[User:Staffan Björk|Staffan Björk]] 12:29, 17 December 2009 (UTC)


[[Narration Structures]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:05, 8 August 2011 (CEST)
[[Further Player Improvement Potential]] (that one can get better at the game, from writing [[Challenging Gameplay]]) --[[User:Staffan Björk|Staffan Björk]] 15:22, 21 December 2009 (UTC)


[[Player-Generated Narratives]] (duh) --[[User:Staffan Björk|Staffan Björk]] 09:07, 8 August 2011 (CEST)
[[Difficulty Settings]] (duh) --[[User:Staffan Björk|Staffan Björk]] 10:09, 22 December 2009 (UTC)


suits? --[[User:Staffan Björk|Staffan Björk]] 13:16, 23 August 2011 (CEST)
[[Agents]] (game elements that show intentionality, from working with NPCs) --[[User:Staffan Björk|Staffan Björk]] 10:16, 13 January 2010 (UTC)


[[Decks]] (duh) --[[User:Staffan Björk|Staffan Björk]] 14:15, 26 August 2011 (CEST)
[[Algorithmic Agents]] (AI agents) --[[User:Staffan Björk|Staffan Björk]] 12:26, 13 January 2010 (UTC)


[[Mods]] (duh) --[[User:Staffan Björk|Staffan Björk]] 12:02, 3 September 2011 (CEST)
[[Role Fulfilment]] (the joy of fulfilling your role (e.g. tank, sniper, healer) in a group.) --[[User:Karl Bergström|Karl Bergström]] 09:39, 14 January 2010 (UTC)


[[Pie Menus]] (duh) --[[User:Staffan Björk|Staffan Björk]] 11:23, 21 September 2011 (CEST)
[[Group strategy identification]] (the joy of identifying new strategies for the group) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)


[[Performance Modifiers]] --[[User:Staffan Björk|Staffan Björk]] 14:24, 22 September 2011 (CEST)
[[Group fulfilment]] (the joy of being part of and accomplishing things in a group) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)


[[Hotseating]] (duh, and check Giant Bomb) --[[User:Staffan Björk|Staffan Björk]] 19:03, 25 September 2011 (CEST)
[[Overwhelming Failiure enjoyment]] (the joy of failing overwhelmingly) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)


[[Fake Game Overs]] [Eternal Darkness, Arkham Asylum; thxs Orvar & Jonas) --[[User:Staffan Björk|Staffan Björk]] 08:47, 2 October 2011 (CEST)
[[FUBAR enjoyment]] (the type of fun you have when you make mistakes and all seems about to go %!#¤"% in games such as Space Alert or Red October) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)


=== Potentially too specific patterns (mainly from GiantBomb) ===
[[Lack of cooperation frustration]] (the frustration that occurs when one or more members of a group fails to cooperate) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)
Camera Following Projectiles


Reticule Magnetism
[[Optimisation of group capability]] (optimising your group's capability in a game, such as selecting synergic abilities) --[[User:Karl Bergström|Karl Bergström]] 09:49, 14 January 2010 (UTC)


Bullet Magnetism
==== New written patterns from working with the wiki ====
[[Unwinnable Games]] [From staries]] --[[User:Staffan Björk|Staffan Björk]] 14:02, 13 November 2009 (UTC)


Lock-on
[[Drop-In/Drop-Out]] [From Lego Stars Wars and Left 4 Dead] --[[User:Staffan Björk|Staffan Björk]] 10:20, 19 November 2009 (UTC)


Dynamic split-screen
[[Time Limited Game Instances]] (from working on [[Time Limits]] and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 15:45, 4 December 2009 (UTC)


Camera Shift
[[Game Element Insertion]] (from working on emergence  and thoughts about [[:Category:Aesthetical Patterns|aesthetical gameplay design patterns]]) --[[User:Staffan Björk|Staffan Björk]] 10:01, 7 December 2009 (UTC)

Revision as of 17:28, 2 October 2011

Note: not all these patterns should necessary be made...

Note: to make a new pattern, use the Gameplay Design Pattern Template

Note: the suggested patterns are not made as links to avoid hiding patterns that are actually referenced to

Note: the totally new patterns at the bottom of the page should be left even after they are create to make it easier for us to identify them.

Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.

Patterns

From the cd-rom

Ability Losses

Achilles' Heels

Substitutional Algorithmic Agents ( <- Agents has a new meaning)

Aim & Shoot

Alignment

Alliances

Alternative Reality

Anticipation

Area Control

Arithmetic Progression ( <- Arithmetic Rewards for Investments)

Asymmetric Abilities

Asymmetric Goals

Asymmetric Information

Asymmetric Resource Distribution

Asynchronous Games

Attention Swapping

Balancing Effects

Betrayal

Betting

Bidding

Bluffing

Book-Keeping Tokens

Boss Monsters

Budgeted Action Points

Switches (<-Buttons)

Cameras

Camping

Capture

Card Hands

Cards

Character Development

Characters

Chargers

Closed Economies

Closure Points

Clues

Cognitive Immersion

Collaborative Actions

Collecting

Collection

Combat

Combos

Committed Goals

Communication Channels

Competence Areas

Competition

Conceal

Configuration

Conflict

Connection

Consistent Reality Logic

Construction

Constructive Play

Consumers

Contact

Container

Continuous Goals

Controllers

Converters

Cooperation

Creative Control

Cut Scenes

Damage

Traps (<- Deadly Traps)

Decreased Abilities

Dedicated Game Facilitators

Delayed Effects

Delayed Reciprocity

Delivery

Dexterity-Based Actions

Dice

Diminishing Returns

Direct Information

Discard Piles

Disruption of Focused Attention

Downtime

Drawing Stacks

Dynamic Alliances

Dynamic Goal Characteristics

Early Elimination

Easter Eggs

Eliminate

Emotional Immersion

Empowerment - should be related to Illusion of Influence

Enclosure

Enemies

Ephemeral Goals

Evade

Excluding Goals

Experimenting

Exploration

Extended Actions

Extra-Game Actions

Extra-Game Consequences

Extra-Game Information

First-Person Views

Focus Loci

Fog of War

Freedom of Choice

Gain Competence

Gain Information

Gain Ownership

Game Masters

Game Mastery

Game Pauses

Game State Overview

Game World

Game World Navigation

Games within Games

Geometric Progression ( <- Geometric Rewards for Investments)

Ghosts

Goal Indicators

Goal Points

God Views

God's Finger

Guard

Handicaps

Handles

Helpers

Herd

Hierarchy of Goals

Hovering Closures

Identification

Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )

Illusionary Rewards

Immersion

Imperfect Information

Improved Abilities

Inaccessible Areas

Incompatible Goals

Indirect Control

Indirect Information

Individual Penalties

Individual Rewards

Interferable Goals

Interruptible Actions

Investments

Invisible Walls

King of the Hill

Last Man Standing

Leaps of Faith

Levels

Limited Foresight

Limited Planning Ability

Limited Resources

Limited Set of Actions

Lives

Luck

Maneuvering

Memorizing

Meta Games

Moveable Tiles

Movement

Movement Limitations

Mule

Multiplayer Games

Mutual Goals

Narrative Structures

Near Miss Indicators

Negotiation

Never Ending Stories

New Abilities

No-Ops

Non-Renewable Resources

Obstacles

Optional Goals

Orthogonal Unit Differentiation

Outcome Indicators

Outstanding Features

Overcome

Ownership

Paper-Rock-Scissors

Parallel Lives

Penalties

Perceivable Margins

Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)

Perfect Information

Persistent Game Worlds

Pick-Ups

Planned Character Development

Player Balance

Player Constructed Worlds

Player Decided Results

Player Defined Goals

Player Elimination

Player Killing

Player-Decided Distribution of Rewards & Penalties

Polyathlons

Power-Ups

Predefined Goals

Predictable Consequences

Preventing Goals

Privileged Abilities

Privileged Movement

Producer-Consumer

Producers

Progress Indicators

Public Information

Puzzle Solving

Quick Games

Races <- Race

Reconfigurable Game World

Reconnaissance

Red Herrings

Red Queen Dilemmas

Renewable Resources

Replayability

Rescue

Resource Generators

Resource Locations

Resource Management

Resources

Reversability

Rewards

Rhythm-Based Actions

Right Level of Complexity

Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)

Casual Gameplay (from changing Right Level of Difficulty)

Risk/Reward

Role Reversal

Roleplaying

Safe Havens

Save Points

Save-Load Cycles

Score

Secret Alliances

Secret Resources

Selectable Sets of Goals

Self-Facilitated Games

Sensory-Motoric Immersion

Shared Penalties

Shared Resources

Shared Rewards

Shrinking Game World

Single-Player Games

Skills

Smooth Learning Curves

Social Dilemmas

Social Interaction

Social Organizations

Public Player Statistics (<- replacing Social Statuses since this is more under the control of designers)

Spatial Immersion

Spawn Points

Spawning

Spectators

Game State Indicators (<- Status Indicators)

Stealth

Stimulated Planning

Storytelling

Strategic Knowledge

Strategic Locations

Supporting Goals

Surprises

Survive

Symmetric Goals

Symmetric Information

Symmetric Resource Distribution

Symmetry

Synchronous Games

Team Balance

Team Development

Team Elimination

Team Play

The Show Must Go On

Third-Person Views

Tick-Based Games

Tiebreakers

Tied Results

Tile-Laying

Tiles

Timing

Tools

Tournaments

Traces

Tradeoffs

Trading

Trans-Game Information

Transfer of Control

Traverse

Turn Taking

Turn-Based Games

Ultra-Powerful Events

Uncertainty of Information

Uncommitted Alliances

Unknown Goals

Varied Gameplay

Left-overs from the book

New from various sources

IPerG: D5.8

1.1 Communication Channels

1.2 Social Interaction

1.3 Asynchronous Games

1.4 Memorabilia

1.5 Unmediated Social Interaction

1.6 Chat Forums

1.7 Coupled Games

1.8 Social Rewards

1.9 Configurable Gameplay Area

1.10 Late Arriving Players

1.11 Interruptability

1.12 Common Experiences

1.13 Game Element Trading

1.14 Hybrid Spaces

1.15 Social Skills

1.16 Real Life Activities Affect Game State

1.17 Heterogeneous Game Element Ownership

1.18 Asynchronous Collaborative Actions

1.19 Selectable Functional Roles

1.20 Negotiable Play Sessions

1.21 Negotiable Game Sessions

1.22 Negotiable Game Instance Duration

1.23 Negotiable Game Time

Activity Blending

Selectable Social Roles

NPC design with Petri

Visual Body Damage

Dissectible Bodies

Social NPC design with Petri

Actions Have Social Consequences

Binding Promises

Brokering

Competing for Attention

Context Dependent Reaction

Eavesdropping

Either You are with Me or against Me

False Accusations

Favor

Fraction

Gain Allies

Gossip

Guide and Protect

Hierarchical Fraction

Information Passing

Internal Conflict

Internal Rivalry

Linked Destinies

Loyalty

Maintaining Lies

Match-Making

Memory of Important Events

My Enemy’s Enemy is my Friend

Others fortune affects own Mood

Outcast

Outspoken Support

Requesting Support

Social Gatekeeper

Social Maintenance

Social Norm

Traitor

Dialogue design with Jenny

Incremental Dialogue Processing

Chunk-based Dialogue Processing

Single-Initiative Dialogues

Mixed Initiative Dialogues

Basic Input Feedback

Barge-In

Canned Text Responses

Diegetically Consistent Dialogue

Context Dependent Dialogue

Gameplay Integrated Conversation

Illocutionary Interface

Location-Specific Dialogue

Character-Specific Dialogue

Colloquial Mastery

Delicate Phrasing

MMOG design by Jenny's master students

To be added

Pervasive games with Johan Peitz

Actor Detachment

Artifact-Artifact Proximity

Artifact-Location Proximity

Configurable Gameplay Area

Coupled Games

Critical Gameplay Design

Crossmedia Gameplay

Decontextability

Extra-Game Input

Game Element Trading

Gameplay Changes Perception of Real World Phenomena

Heterogeneous Game Element Ownership

Interruptible Gameplay

Minimalized Social Weight

Possibility of Anonymity

Physical Navigation

Player Physical Prowess

Player-Artifact Proximity

Player-Avatar Proximity

Player-Location Proximity

Player-Player Proximity

Real Life Activities Affect Game State

Real World Knowledge Advantages

Seamful Gameplay

Self-Reported Positioning

Social Adaptability

The Rabbit Hole Invitation

Unmediated Social Interaction

Unknown

Persistant State World Fixed Real-World Exchange Rate Death game mönstret Point of No Return

New proposals from working with the wiki

Private Game Spaces [Like Puerto Rico, Race to the Galaxy etc.] --Staffan Björk 16:10, 5 November 2009 (UTC)

Time Pressure [Surprised that this doesn't exist already, or have a missed one?] --Staffan Björk 08:36, 6 November 2009 (UTC)

Attention Demanding [grew out of rewriting real-time games] --Staffan Björk 16:08, 6 November 2009 (UTC)

Togetherness [grew out of rewriting real-time games, and makes Karl happy maybe] --Staffan Björk 16:18, 6 November 2009 (UTC)

Option Interfaces [grew out of real-time games, pop-up choices outside the main game interface, does this exists already partly?] --Staffan Björk 17:58, 7 November 2009 (UTC)

Acheivements [from many online games] --Staffan Björk 11:00, 8 November 2009 (UTC)

Buddy Lists [from many online games] --Staffan Björk 11:25, 8 November 2009 (UTC)

Gameplay Statistics [from rewriting high score lists] --Staffan Björk 12:28, 8 November 2009 (UTC)

Cooldown [From WoW and other games, e.g. Borderlands] --Staffan Björk 14:31, 8 November 2009 (UTC)

Steadily Decreasing Resources [From writing Unwinnable Games] --Staffan Björk 11:43, 14 November 2009 (UTC)

Turnover [From playing Bloodbowl] --Staffan Björk 20:43, 14 November 2009 (UTC)

Game Time Manipulation [From writing on irreversible events, example are Braid, save-load cycles, prince of persia] --Staffan Björk 15:27, 19 November 2009 (UTC)

Assymetrical Roles (already covered by assymetrical abilities? e.g. Allegiance, where one player steers the ship/bombs and one sits in a turret to keep interceptors at bay--Karl Bergström 14:33, 20 November 2009 (UTC))

Value of Effort (that players have real or perceived valuable outcomes of the effort they put into the gameplay) --Staffan Björk 13:41, 21 November 2009 (UTC)

Non-Diegetic Elements (representing elements in the game world which are not part of the diegetic) --Staffan Björk 10:01, 25 November 2009 (UTC)

Grinding (WoW) --Staffan Björk 13:10, 28 November 2009 (UTC)

Massively Multiplayer Online Games (why not?) --Staffan Björk 17:29, 4 December 2009 (UTC)

Massively Single-Player Online Games (from 4'33", Spore and even Nethack) --Staffan Björk 17:29, 4 December 2009 (UTC)

Positive Feedback Loops (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --Staffan Björk 12:10, 7 December 2009 (UTC)

Negative Feedback Loops (from updating the names of the Arithmetic and Geometric patterns, and Rules of Play) --Staffan Björk 12:10, 7 December 2009 (UTC)

Stack Seeding (from Pandemic and Ghost Story from writing about Randomness) --Staffan Björk 15:53, 7 December 2009 (UTC)

Game Lobbies (for finding games and friends, e.g. in L4D) --Staffan Björk 10:28, 15 December 2009 (UTC)

Location-Fixed Abilities (machine guns in L4D) --Staffan Björk 16:34, 15 December 2009 (UTC)

Inventory --Staffan Björk 16:40, 15 December 2009 (UTC)

Limited Inventory (L4D) --Staffan Björk 16:40, 15 December 2009 (UTC)

Variable Accuracy (L4D, player skill, character skill, equipment) --Staffan Björk 16:45, 15 December 2009 (UTC)

Group Belonging (L4D, aesthetics work) --Staffan Björk 11:06, 16 December 2009 (UTC)

Player/Character Skill Composite (both player and character skill affects likelihood of success) --Staffan Björk 12:15, 16 December 2009 (UTC)

Dynamic Difficulty Adjustment (video games but also BSG & Shadows over Camelot) --Staffan Björk 12:15, 16 December 2009 (UTC)

Split-Screen View (from writing about local multiplayer console games) --Staffan Björk 13:40, 16 December 2009 (UTC)

Backtracking Levels (Left 4 Dead 2 campaign Hard Rain) --Staffan Björk 14:17, 16 December 2009 (UTC)

Campaigns (duh) --Staffan Björk 14:30, 16 December 2009 (UTC)

Community Functionality --Staffan Björk 15:07, 16 December 2009 (UTC)

Voting --Staffan Björk 12:10, 17 December 2009 (UTC)

Player Decided Rule Setup --Staffan Björk 12:10, 17 December 2009 (UTC)

Game-Defined Vocabulary (quick responses in Battlefield and L4D series) --Staffan Björk 12:29, 17 December 2009 (UTC)

Further Player Improvement Potential (that one can get better at the game, from writing Challenging Gameplay) --Staffan Björk 15:22, 21 December 2009 (UTC)

Difficulty Settings (duh) --Staffan Björk 10:09, 22 December 2009 (UTC)

Agents (game elements that show intentionality, from working with NPCs) --Staffan Björk 10:16, 13 January 2010 (UTC)

Algorithmic Agents (AI agents) --Staffan Björk 12:26, 13 January 2010 (UTC)

Role Fulfilment (the joy of fulfilling your role (e.g. tank, sniper, healer) in a group.) --Karl Bergström 09:39, 14 January 2010 (UTC)

Group strategy identification (the joy of identifying new strategies for the group) --Karl Bergström 09:49, 14 January 2010 (UTC)

Group fulfilment (the joy of being part of and accomplishing things in a group) --Karl Bergström 09:49, 14 January 2010 (UTC)

Overwhelming Failiure enjoyment (the joy of failing overwhelmingly) --Karl Bergström 09:49, 14 January 2010 (UTC)

FUBAR enjoyment (the type of fun you have when you make mistakes and all seems about to go %!#¤"% in games such as Space Alert or Red October) --Karl Bergström 09:49, 14 January 2010 (UTC)

Lack of cooperation frustration (the frustration that occurs when one or more members of a group fails to cooperate) --Karl Bergström 09:49, 14 January 2010 (UTC)

Optimisation of group capability (optimising your group's capability in a game, such as selecting synergic abilities) --Karl Bergström 09:49, 14 January 2010 (UTC)

New written patterns from working with the wiki

Unwinnable Games [From staries]] --Staffan Björk 14:02, 13 November 2009 (UTC)

Drop-In/Drop-Out [From Lego Stars Wars and Left 4 Dead] --Staffan Björk 10:20, 19 November 2009 (UTC)

Time Limited Game Instances (from working on Time Limits and thoughts about aesthetical gameplay design patterns) --Staffan Björk 15:45, 4 December 2009 (UTC)

Game Element Insertion (from working on emergence and thoughts about aesthetical gameplay design patterns) --Staffan Björk 10:01, 7 December 2009 (UTC)