Pattern Suggestion List: Difference between revisions

From gdp3
Jump to navigationJump to search
No edit summary
Line 11: Line 11:
=== From the cd-rom ===
=== From the cd-rom ===
Ability Losses
Ability Losses
Achilles' Heels
Achilles' Heels
Agents
Agents
Aim & Shoot
Aim & Shoot
Alignment
Alignment
Alliances
Alliances
Alternative Reality
Alternative Reality
Anticipation
Anticipation
Area Control
Area Control
Arithmetic Rewards for Investments
Arithmetic Rewards for Investments
Asymmetric Abilities
Asymmetric Abilities
Asymmetric Goals
Asymmetric Goals
Asymmetric Information
Asymmetric Information
Asymmetric Resource Distribution
Asymmetric Resource Distribution
Asynchronous Games
Asynchronous Games
Attention Swapping
Attention Swapping
Avatars
Avatars
Balancing Effects
Balancing Effects
Betrayal
Betrayal
Betting
Betting
Bidding
Bidding
Bluffing
Bluffing
Book-Keeping Tokens
Book-Keeping Tokens
Boss Monsters
Boss Monsters
Budgeted Action Points
Budgeted Action Points
Buttons
Buttons
Cameras
Cameras
Camping
Camping
Capture
Capture
Card Hands
Card Hands
Cards
Cards
Character Development
Character Development
Characters
Characters
Chargers
Chargers
Closed Economies
Closed Economies
Closure Points
Closure Points
Clues
Clues
Cognitive Immersion
Cognitive Immersion
Collaborative Actions
Collaborative Actions
Collecting
Collecting
Collection
Collection
Combat
Combat
Combos
Combos
Committed Goals
Committed Goals
Communication Channels
Communication Channels
Competence Areas
Competence Areas
Competition
Competition
Conceal
Conceal
Configuration
Configuration
Conflict
Conflict
Connection
Connection
Consistent Reality Logic
Consistent Reality Logic
Construction
Construction
Constructive Play
Constructive Play
Consumers
Consumers
Contact
Contact
Container
Container
Continuous Goals
Continuous Goals
Controllers
Controllers
Converters
Converters
Cooperation
Cooperation
Creative Control
Creative Control
Cut Scenes
Cut Scenes
Damage
Damage
Deadly Traps
Deadly Traps
Decreased Abilities
Decreased Abilities
Dedicated Game Facilitators
Dedicated Game Facilitators
Delayed Effects
Delayed Effects
Delayed Reciprocity
Delayed Reciprocity
Delivery
Delivery
Dexterity-Based Actions
Dexterity-Based Actions
Dice
Dice
Diminishing Returns
Diminishing Returns
Direct Information
Direct Information
Discard Piles
Discard Piles
Disruption of Focused Attention
Disruption of Focused Attention
Downtime
Downtime
Drawing Stacks
Drawing Stacks
Dynamic Alliances
Dynamic Alliances
Dynamic Goal Characteristics
Dynamic Goal Characteristics
Early Elimination
Early Elimination
Easter Eggs
Easter Eggs
Eliminate
Eliminate
Emotional Immersion
Emotional Immersion
Empowerment
Empowerment
Enclosure
Enclosure
Enemies
Enemies
Ephemeral Goals
Ephemeral Goals
Evade
Evade
Excluding Goals
Excluding Goals
Experimenting
Experimenting
Exploration
Exploration
Extended Actions
Extended Actions
Extra-Game Actions
Extra-Game Actions
Extra-Game Consequences
Extra-Game Consequences
Extra-Game Information
Extra-Game Information
First-Person Views
First-Person Views
Focus Loci
Focus Loci
Fog of War
Fog of War
Freedom of Choice
Freedom of Choice
Gain Competence
Gain Competence
Gain Information
Gain Information
Gain Ownership
Gain Ownership
Game Masters
Game Masters
Game Mastery
Game Mastery
Game Pauses
Game Pauses
Game State Overview
Game State Overview
Game World
Game World
Game World Navigation
Game World Navigation
Games within Games
Games within Games
Geometric Rewards for Investments
Geometric Rewards for Investments
Ghosts
Ghosts
Goal Indicators
Goal Indicators
Goal Points
Goal Points
God Views
God Views
God's Finger
God's Finger
Guard
Guard
Handicaps
Handicaps
Handles
Handles
Helpers
Helpers
Herd
Herd
Hierarchy of Goals
Hierarchy of Goals
Higher-Level Closures as Gameplay Progresses
Higher-Level Closures as Gameplay Progresses
Hovering Closures
Hovering Closures
Identification
Identification
Illusion of Influence
Illusion of Influence
Illusionary Rewards
Illusionary Rewards
Immersion
Immersion
Imperfect Information
Imperfect Information
Improved Abilities
Improved Abilities
Inaccessible Areas
Inaccessible Areas
Incompatible Goals
Incompatible Goals
Indirect Control
Indirect Control
Indirect Information
Indirect Information
Individual Penalties
Individual Penalties
Individual Rewards
Individual Rewards
Interferable Goals
Interferable Goals
Interruptible Actions
Interruptible Actions
Investments
Investments
Invisible Walls
Invisible Walls
King of the Hill
King of the Hill
Last Man Standing
Last Man Standing
Leaps of Faith
Leaps of Faith
Levels
Levels
Limited Foresight
Limited Foresight
Limited Planning Ability
Limited Planning Ability
Limited Resources
Limited Resources
Limited Set of Actions
Limited Set of Actions
Lives
Lives
Luck
Luck
Maneuvering
Maneuvering
Memorizing
Memorizing
Meta Games
Meta Games
Moveable Tiles
Moveable Tiles
Movement
Movement
Movement Limitations
Movement Limitations
Mule
Mule
Multiplayer Games
Multiplayer Games
Mutual Goals
Mutual Goals
Narrative Structures
Narrative Structures
Near Miss Indicators
Near Miss Indicators
Negotiation
Negotiation
Never Ending Stories
Never Ending Stories
New Abilities
New Abilities
No-Ops
No-Ops
Non-Renewable Resources
Non-Renewable Resources
Obstacles
Obstacles
Optional Goals
Optional Goals
Orthogonal Unit Differentiation
Orthogonal Unit Differentiation
Outcome Indicators
Outcome Indicators
Outstanding Features
Outstanding Features
Overcome
Overcome
Ownership
Ownership
Paper-Rock-Scissors
Paper-Rock-Scissors
Parallel Lives
Parallel Lives
Penalties
Penalties
Perceivable Margins
Perceivable Margins
Perceived Chance to Succeed
Perceived Chance to Succeed
Perfect Information
Perfect Information
Persistent Game Worlds
Persistent Game Worlds
Pick-Ups
Pick-Ups
Planned Character Development
Planned Character Development
Player Balance
Player Balance
Player Constructed Worlds
Player Constructed Worlds
Player Decided Results
Player Decided Results
Player Defined Goals
Player Defined Goals
Player Elimination
Player Elimination
Player Killing
Player Killing
Player-Decided Distribution of Rewards & Penalties
Player-Decided Distribution of Rewards & Penalties
Polyathlons
Polyathlons
Power-Ups
Power-Ups
Predefined Goals
Predefined Goals
Predictable Consequences
Predictable Consequences
Preventing Goals
Preventing Goals
Privileged Abilities
Privileged Abilities
Privileged Movement
Privileged Movement
Producer-Consumer
Producer-Consumer
Producers
Producers
Progress Indicators
Progress Indicators
Public Information
Public Information
Puzzle Solving
Puzzle Solving
Quick Games
Quick Games
Race
Race
Randomness
Randomness
Reconfigurable Game World
Reconfigurable Game World
Reconnaissance
Reconnaissance
Red Herrings
Red Herrings
Red Queen Dilemmas
Red Queen Dilemmas
Renewable Resources
Renewable Resources
Replayability
Replayability
Rescue
Rescue
Resource Generators
Resource Generators
Resource Locations
Resource Locations
Resource Management
Resource Management
Resources
Resources
Reversability
Reversability
Rewards
Rewards
Rhythm-Based Actions
Rhythm-Based Actions
Right Level of Complexity
Right Level of Complexity
Right Level of Difficulty
Right Level of Difficulty
Risk/Reward
Risk/Reward
Role Reversal
Role Reversal
Roleplaying
Roleplaying
Safe Havens
Safe Havens
Save Points
Save Points
Save-Load Cycles
Save-Load Cycles
Score
Score
Secret Alliances
Secret Alliances
Secret Resources
Secret Resources
Selectable Sets of Goals
Selectable Sets of Goals
Self-Facilitated Games
Self-Facilitated Games
Sensory-Motoric Immersion
Sensory-Motoric Immersion
Shared Penalties
Shared Penalties
Shared Resources
Shared Resources
Shared Rewards
Shared Rewards
Shrinking Game World
Shrinking Game World
Single-Player Games
Single-Player Games
Skills
Skills
Smooth Learning Curves
Smooth Learning Curves
Social Dilemmas
Social Dilemmas
Social Interaction
Social Interaction
Social Organizations
Social Organizations
Social Statuses
Social Statuses
Spatial Immersion
Spatial Immersion
Spawn Points
Spawn Points
Spawning
Spawning
Spectators
Spectators
Status Indicators
Status Indicators
Stealth
Stealth
Stimulated Planning
Stimulated Planning
Storytelling
Storytelling
Strategic Knowledge
Strategic Knowledge
Strategic Locations
Strategic Locations
Supporting Goals
Supporting Goals
Surprises
Surprises
Survive
Survive
Symmetric Goals
Symmetric Goals
Symmetric Information
Symmetric Information
Symmetric Resource Distribution
Symmetric Resource Distribution
Symmetry
Symmetry
Synchronous Games
Synchronous Games
Team Balance
Team Balance
Team Development
Team Development
Team Elimination
Team Elimination
Team Play
Team Play
Tension
Tension
The Show Must Go On
The Show Must Go On
Third-Person Views
Third-Person Views
Tick-Based Games
Tick-Based Games
Tiebreakers
Tiebreakers
Tied Results
Tied Results
Tile-Laying
Tile-Laying
Tiles
Tiles
Time Limits
Time Limits
Timing
Timing
Tools
Tools
Tournaments
Tournaments
Traces
Traces
Tradeoffs
Tradeoffs
Trading
Trading
Trans-Game Information
Trans-Game Information
Transfer of Control
Transfer of Control
Traverse
Traverse
Turn Taking
Turn Taking
Turn-Based Games
Turn-Based Games
Ultra-Powerful Events
Ultra-Powerful Events
Uncertainty of Information
Uncertainty of Information
Uncommitted Alliances
Uncommitted Alliances
Units
Units
Unknown Goals
Unknown Goals
Varied Gameplay
Varied Gameplay


=== Left-overs from the book ===
=== Left-overs from the book ===
Line 341: Line 634:
==== Social NPC design with Petri ====
==== Social NPC design with Petri ====
Actions Have Social Consequences  
Actions Have Social Consequences  
Binding Promises
Binding Promises
Brokering  
Brokering  
Competing for Attention  
Competing for Attention  
Context Dependent Reaction  
Context Dependent Reaction  
Eavesdropping
Eavesdropping
Either You are with Me or against Me
Either You are with Me or against Me
False Accusations  
False Accusations  
Favor  
Favor  
Fraction  
Fraction  
Gain Allies  
Gain Allies  
Gossip  
Gossip  
Guide and Protect  
Guide and Protect  
Hierarchical Fraction  
Hierarchical Fraction  
Information Passing  
Information Passing  
Internal Conflict  
Internal Conflict  
Internal Rivalry  
Internal Rivalry  
Linked Destinies  
Linked Destinies  
Loyalty  
Loyalty  
Maintaining Lies  
Maintaining Lies  
Match-Making  
Match-Making  
Memory of Important Events  
Memory of Important Events  
My Enemy’s Enemy is my Friend  
My Enemy’s Enemy is my Friend  
Others fortune affects own Mood  
Others fortune affects own Mood  
Outcast  
Outcast  
Outspoken Support  
Outspoken Support  
Requesting Support  
Requesting Support  
Social Gatekeeper  
Social Gatekeeper  
Social Maintenance  
Social Maintenance  
Social Norm  
Social Norm  
Traitor
Traitor


Line 402: Line 725:


Delicate Phrasing
Delicate Phrasing
Social Norm


==== MMOG design by Jenny's master students ====
==== MMOG design by Jenny's master students ====

Revision as of 13:36, 8 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

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

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

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

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

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 Forum 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 Space 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

To be added


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

To be added

Unknown

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

New 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)