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Category:Subjective Patterns

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Patterns that depend heavily on players' subjective opinions. Many Negative Patterns are subjective since their basis for being seen as unwanted depend on subjective gameplay experiences, but this is not the case for all Negative Patterns.

See the main page for Patterns for other categories of patterns.

Pages in category "Subjective Patterns"

The following 42 pages are in this category, out of 42 total.

A

  • Altruistic Actions
  • Analysis Paralysis

C

  • Campaigns
  • Challenging Gameplay
  • Changes in Perception of Real World Phenomena due to Gameplay
  • Context Dependent Reactions

E

  • Early Elimination
  • Exaggerated Perception of Influence
  • Excise

F

  • Framed Freedom
  • Freedom of Choice
  • FUBAR Enjoyment
  • Further Player Improvement Potential

G

  • Gameplay Mastery
  • Grinding
  • Guilting

H

  • Higher-Level Closures as Gameplay Progresses

I

  • Interruptibility

L

  • Luck
  • Lucky Guess Solutions
  • Lull Periods

M

  • Mutual FUBAR Enjoyment

N

  • Negotiable Game Sessions
  • Negotiable Play Sessions

P

  • Player Agency
  • Player Balance
  • Player Killing
  • Player-Defined Goals
  • Predictable Winner

R

  • Ragequitting
  • Role Fulfillment

S

  • Sanctioned Cheating
  • Save Scumming
  • Self-Facilitated Games
  • Sense of Self
  • Social Roles
  • Spectacular Failure Enjoyment
  • Synchronous Gameplay

T

  • Thematic Consistency

U

  • Unpredictable Behavior

V

  • Value of Effort
  • Varied Gameplay
Retrieved from "https://gdp.cse.chalmers.se/index.php?title=Category:Subjective_Patterns&oldid=18942"

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  • This page was last edited on 2 September 2014, at 11:51.
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