| { | |
| "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" | |
| } | |
| } |