Pattern Suggestion List: Difference between revisions

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Note: not all these patterns should necessary be made...  
Note: not all these patterns should necessary be made...  
Note: to make a new pattern, use the [[Gameplay Design Pattern Template]]
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
Suggestion from non-users for new patterns will hopefully be possible to do on the discussion page soon.


== Patterns ==
== Patterns ==


=== From the cd-rom ===
=== From the cd-rom ===
Ability Losses
Achilles' Heels
Agents
Aim & Shoot
Alignment
Alliances
Alternative Reality
Analysis Paralysis
Anticipation
Area Control
Arithmetic Rewards for Investments
Asymmetric Abilities
Asymmetric Goals
Asymmetric Information
Asymmetric Resource Distribution
Asynchronous Games
Attention Swapping
Avatars
Balancing Effects
Betrayal
Betting
Bidding
Bluffing
Book-Keeping Tokens
Boss Monsters
Budgeted Action Points
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
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
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 Rewards for Investments
Ghosts
Goal Indicators
Goal Points
God Views
God's Finger
Guard
Handicaps
Handles
Helpers
Herd
Hierarchy of Goals
High Score Lists
Higher-Level Closures as Gameplay Progresses
Hovering Closures
Identification
Illusion of 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
Irreversible Actions
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
Perceived Chance to Succeed
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
Race
Randomness
Real-Time Games
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
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
Social Statuses
Spatial Immersion
Spawn Points
Spawning
Spectators
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
Tension
The Show Must Go On
Third-Person Views
Tick-Based Games
Tiebreakers
Tied Results
Tile-Laying
Tiles
Time Limits
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
Units
Unknown Goals
Varied Gameplay


=== Left-overs from the book ===


=== Left-overs from the book ===


=== New from various papers ===
 
=== New from various sources ===
 
Persistant State World
Fixed Real-World Exchange Rate
Death game mönstret
Point of No Return

Revision as of 17:24, 2 November 2009

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

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 Agents Aim & Shoot Alignment Alliances Alternative Reality Analysis Paralysis Anticipation Area Control Arithmetic Rewards for Investments Asymmetric Abilities Asymmetric Goals Asymmetric Information Asymmetric Resource Distribution Asynchronous Games Attention Swapping Avatars Balancing Effects Betrayal Betting Bidding Bluffing Book-Keeping Tokens Boss Monsters Budgeted Action Points 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 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 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 Rewards for Investments Ghosts Goal Indicators Goal Points God Views God's Finger Guard Handicaps Handles Helpers Herd Hierarchy of Goals High Score Lists Higher-Level Closures as Gameplay Progresses Hovering Closures Identification Illusion of 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 Irreversible Actions 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 Perceived Chance to Succeed 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 Race Randomness Real-Time Games 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 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 Social Statuses Spatial Immersion Spawn Points Spawning Spectators 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 Tension The Show Must Go On Third-Person Views Tick-Based Games Tiebreakers Tied Results Tile-Laying Tiles Time Limits 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 Units Unknown Goals Varied Gameplay

Left-overs from the book

New from various sources

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