Renamed Patterns: Difference between revisions
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A page collecting patterns whose name has been changed since the book ''Patterns in Game Design''. | A page collecting patterns whose name has been changed since the book ''Patterns in Game Design''. | ||
[[Actions Have Diegetically Social Consequences]] (<- [[Actions Have Social Consequences]]) | |||
[[Challenging Gameplay]] (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?) | |||
[[Diegetic Consistency]] ( <- Consistent Reality Logic) | [[Diegetic Consistency]] ( <- Consistent Reality Logic) | ||
[[Diegetically Outstanding Features]] <- Outstanding Features (and can be for specific game elements also, and might be manipulated) | |||
[[Determinable Chance to Succeed]] ( <- Perceived Chance to Succeed - since one always wants the old version right?) | |||
[[Emotional Attachment]] (<- Emotional Immersion) | [[Emotional Attachment]] (<- Emotional Immersion) | ||
[[Exaggerated Perception of Influence]] <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) ) | [[Exaggerated Perception of Influence]] <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) ) | ||
[[Game State Indicators]] (<- Status Indicators) | |||
[[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents) | [[Mules]] (<- Mule and absorbed Substitutional Algorithmic Agents) | ||
[[ | [[Player Created Game Elements]] ( <- Player Constructed Worlds ) | ||
[[Player-Planned Character Development]] (<- Planned Character Development) | [[Player-Planned Character Development]] (<- Planned Character Development) | ||
Revision as of 08:57, 6 December 2010
A page collecting patterns whose name has been changed since the book Patterns in Game Design.
Actions Have Diegetically Social Consequences (<- Actions Have Social Consequences)
Challenging Gameplay (<- Right Level of Difficulty - Since one always wants the right level of difficulty, right? That wasn't that difficult was it?)
Diegetic Consistency ( <- Consistent Reality Logic)
Diegetically Outstanding Features <- Outstanding Features (and can be for specific game elements also, and might be manipulated)
Determinable Chance to Succeed ( <- Perceived Chance to Succeed - since one always wants the old version right?)
Emotional Attachment (<- Emotional Immersion)
Exaggerated Perception of Influence <- Perception of Influence - one always wants this - ( <- Illusion of Influence - since one might have the influence...) )
Game State Indicators (<- Status Indicators)
Mules (<- Mule and absorbed Substitutional Algorithmic Agents)
Player Created Game Elements ( <- Player Constructed Worlds )
Player-Planned Character Development (<- Planned Character Development)