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{
  "pattern_name": "Buttons",
  "description": "Buttons are game elements, which players can use to activate events or actions in the game world.",
  "content": [],
  "using_the_pattern": [
    "[[Buttons]] can be sticky, i. e. they stay pressed allowing the players to know if the [[Button]] is activated or not. If the [[Button]] can be pressed again to inactivate it, this can be used to create [[Reversability]], while those that cannot be changed back enforce [[Irreversible Actions]]. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open."
  ],
  "consequences": [
    "[[Buttons]] are simple [[Controllers]] that allow for a limited range of actions. Their use is trivial to understand, although the effect of activating a [[Button]] may be complex and have long-term consequences."
  ],
  "relations": {
    "Instantiates": [
      "Controllers"
    ],
    "Modulates": [],
    "Instantiated by": [],
    "Modulated by": [
      "Reversability",
      "Irreversible Actions"
    ],
    "Potentially conflicting with": []
  },
  "examples": [
    "In the early first-person computer roleplaying game Dungeon Master the buttons and levers on the walls are used to open doors, walls, and sections of the floor."
  ],
  "label": "5. Game Design Patterns for Game Elements",
  "pattern_links": [
    {
      "name": "Reversability",
      "file": "Reversability"
    },
    {
      "name": "Irreversible Actions",
      "file": "IrreversibleActions"
    },
    {
      "name": "Controllers",
      "file": "Controllers"
    }
  ],
  "pattern_id": "Buttons",
  "playable_concept": "Not available yet",
  "metadata": {
    "version": "1.2.2.2",
    "date_processed": "2025-04-26",
    "source_file": "Buttons.htm",
    "converter_version": "1.2.2.2"
  }
}