HughXuechen commited on
Commit
7141782
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1 Parent(s): 62a1c0f
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AbilityLosses.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Ability Losses",
3
  "description": "The loss of ability to perform an action in the game.",
4
  "content": [
5
- "Games do not have to let players have the same possibility of actions the whole game. Such [[Ability Losses]] may be the cause of [[Penalties]] for failing goals or the effect of opponents' actions, but may also simply be due to different play modes."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The design of [[Ability Losses]] consists of deciding what action is lost, for example a severe form of Movement Limitation, and the reason for the loss, typically a [[Penalty]] for failing a goal. A loss of ability can be used to create [[Gain Competence]] goals in order to regain it, or [[Gain Ownership]] if the ability was the effect of a [[Tool]].",
@@ -68,140 +70,140 @@
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
- "name": "Varied Gameplay",
72
- "file": "VariedGameplay"
73
  },
74
  {
75
  "name": "Player Elimination",
76
  "file": "PlayerElimination"
77
  },
78
  {
79
- "name": "Right Level of Complexity",
80
- "file": "RightLevelofComplexity"
81
- },
82
- {
83
- "name": "Time Limits",
84
- "file": "TimeLimits"
85
  },
86
  {
87
- "name": "Downtime",
88
- "file": "Downtime"
89
  },
90
  {
91
- "name": "Movement Limitations",
92
- "file": "MovementLimitations"
93
  },
94
  {
95
- "name": "Player Balance",
96
- "file": "PlayerBalance"
97
  },
98
  {
99
- "name": "Balancing Effects",
100
- "file": "BalancingEffects"
101
  },
102
  {
103
- "name": "Game Masters",
104
- "file": "GameMasters"
105
  },
106
  {
107
- "name": "Gain Competence",
108
- "file": "GainCompetence"
109
  },
110
  {
111
- "name": "Player Killing",
112
- "file": "PlayerKilling"
113
  },
114
  {
115
- "name": "Limited Set of Actions",
116
- "file": "LimitedSetofActions"
117
  },
118
  {
119
- "name": "New Abilities",
120
- "file": "NewAbilities"
121
  },
122
  {
123
- "name": "Gain Ownership",
124
- "file": "GainOwnership"
125
  },
126
  {
127
  "name": "Perceived Chance to Succeed",
128
  "file": "PerceivedChancetoSucceed"
129
  },
130
  {
131
- "name": "Units",
132
- "file": "Units"
133
- },
134
- {
135
- "name": "Ultra-Powerful Events",
136
- "file": "Ultra-PowerfulEvents"
137
  },
138
  {
139
- "name": "Narrative Structures",
140
- "file": "NarrativeStructures"
141
  },
142
  {
143
- "name": "Role Reversal",
144
- "file": "RoleReversal"
145
  },
146
  {
147
- "name": "Save-Load Cycles",
148
- "file": "Save-LoadCycles"
149
  },
150
  {
151
- "name": "Consistent Reality Logic",
152
- "file": "ConsistentRealityLogic"
153
  },
154
  {
155
- "name": "Character Development",
156
- "file": "CharacterDevelopment"
157
  },
158
  {
159
- "name": "Damage",
160
- "file": "Damage"
161
  },
162
  {
163
- "name": "Illusion of Influence",
164
- "file": "IllusionofInfluence"
165
  },
166
  {
167
- "name": "Spawning",
168
- "file": "Spawning"
169
  },
170
  {
171
  "name": "Indirect Control",
172
  "file": "IndirectControl"
173
  },
174
  {
175
- "name": "Negotiation",
176
- "file": "Negotiation"
177
  },
178
  {
179
- "name": "Right Level of Difficulty",
180
- "file": "RightLevelofDifficulty"
181
  },
182
  {
183
- "name": "Competence Areas",
184
- "file": "CompetenceAreas"
185
  },
186
  {
187
- "name": "Freedom of Choice",
188
- "file": "FreedomofChoice"
189
  },
190
  {
191
- "name": "Continuous Goals",
192
- "file": "ContinuousGoals"
193
  },
194
  {
195
- "name": "Penalties",
196
- "file": "Penalties"
 
 
 
 
 
 
 
 
197
  }
198
  ],
199
  "pattern_id": "AbilityLosses",
200
  "playable_concept": "Not available yet",
201
  "metadata": {
202
- "version": "1.2.1",
203
- "date_processed": "2025-04-24",
204
  "source_file": "AbilityLosses.htm",
205
- "converter_version": "1.2.1"
206
  }
207
  }
 
2
  "pattern_name": "Ability Losses",
3
  "description": "The loss of ability to perform an action in the game.",
4
  "content": [
5
+ "Games do not have to let players have the same possibility of actions the whole game. Such [[Ability Losses]] may be the cause of [[Penalties]] for failing goals or the effect of opponents' actions, but may also simply be due to different play modes.",
6
+ "Example: Respawning in multiplayer first-person shooters is typically done without any weapons, and the special abilities they provided, gained in earlier gameplay.",
7
+ "Example: Game masters in roleplaying games can sometimes be forced to invent events that are unavoidable to the players to strip them of equipment that gives the abilities that disrupt the game balance."
8
  ],
9
  "using_the_pattern": [
10
  "The design of [[Ability Losses]] consists of deciding what action is lost, for example a severe form of Movement Limitation, and the reason for the loss, typically a [[Penalty]] for failing a goal. A loss of ability can be used to create [[Gain Competence]] goals in order to regain it, or [[Gain Ownership]] if the ability was the effect of a [[Tool]].",
 
70
  "label": "8. Actions and Events Patterns",
71
  "pattern_links": [
72
  {
73
+ "name": "New Abilities",
74
+ "file": "NewAbilities"
75
  },
76
  {
77
  "name": "Player Elimination",
78
  "file": "PlayerElimination"
79
  },
80
  {
81
+ "name": "Negotiation",
82
+ "file": "Negotiation"
 
 
 
 
83
  },
84
  {
85
+ "name": "Units",
86
+ "file": "Units"
87
  },
88
  {
89
+ "name": "Narrative Structures",
90
+ "file": "NarrativeStructures"
91
  },
92
  {
93
+ "name": "Freedom of Choice",
94
+ "file": "FreedomofChoice"
95
  },
96
  {
97
+ "name": "Continuous Goals",
98
+ "file": "ContinuousGoals"
99
  },
100
  {
101
+ "name": "Illusion of Influence",
102
+ "file": "IllusionofInfluence"
103
  },
104
  {
105
+ "name": "Consistent Reality Logic",
106
+ "file": "ConsistentRealityLogic"
107
  },
108
  {
109
+ "name": "Penalties",
110
+ "file": "Penalties"
111
  },
112
  {
113
+ "name": "Character Development",
114
+ "file": "CharacterDevelopment"
115
  },
116
  {
117
+ "name": "Time Limits",
118
+ "file": "TimeLimits"
119
  },
120
  {
121
+ "name": "Varied Gameplay",
122
+ "file": "VariedGameplay"
123
  },
124
  {
125
  "name": "Perceived Chance to Succeed",
126
  "file": "PerceivedChancetoSucceed"
127
  },
128
  {
129
+ "name": "Gain Ownership",
130
+ "file": "GainOwnership"
 
 
 
 
131
  },
132
  {
133
+ "name": "Right Level of Difficulty",
134
+ "file": "RightLevelofDifficulty"
135
  },
136
  {
137
+ "name": "Spawning",
138
+ "file": "Spawning"
139
  },
140
  {
141
+ "name": "Player Balance",
142
+ "file": "PlayerBalance"
143
  },
144
  {
145
+ "name": "Movement Limitations",
146
+ "file": "MovementLimitations"
147
  },
148
  {
149
+ "name": "Competence Areas",
150
+ "file": "CompetenceAreas"
151
  },
152
  {
153
+ "name": "Ultra-Powerful Events",
154
+ "file": "Ultra-PowerfulEvents"
155
  },
156
  {
157
+ "name": "Game Masters",
158
+ "file": "GameMasters"
159
  },
160
  {
161
+ "name": "Balancing Effects",
162
+ "file": "BalancingEffects"
163
  },
164
  {
165
  "name": "Indirect Control",
166
  "file": "IndirectControl"
167
  },
168
  {
169
+ "name": "Limited Set of Actions",
170
+ "file": "LimitedSetofActions"
171
  },
172
  {
173
+ "name": "Gain Competence",
174
+ "file": "GainCompetence"
175
  },
176
  {
177
+ "name": "Player Killing",
178
+ "file": "PlayerKilling"
179
  },
180
  {
181
+ "name": "Damage",
182
+ "file": "Damage"
183
  },
184
  {
185
+ "name": "Right Level of Complexity",
186
+ "file": "RightLevelofComplexity"
187
  },
188
  {
189
+ "name": "Save-Load Cycles",
190
+ "file": "Save-LoadCycles"
191
+ },
192
+ {
193
+ "name": "Downtime",
194
+ "file": "Downtime"
195
+ },
196
+ {
197
+ "name": "Role Reversal",
198
+ "file": "RoleReversal"
199
  }
200
  ],
201
  "pattern_id": "AbilityLosses",
202
  "playable_concept": "Not available yet",
203
  "metadata": {
204
+ "version": "1.2.2",
205
+ "date_processed": "2025-04-26",
206
  "source_file": "AbilityLosses.htm",
207
+ "converter_version": "1.2.2"
208
  }
209
  }
Achilles'Heels.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Achilles' Heels",
3
  "description": "A special weakness of an enemy that can be used to defeat that enemy much easier than by other means.",
4
  "content": [
5
- "Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of attack. These kinds of enemies have an Achilles Heel, a special weakness that players can use to their advantage if they can locate it or gain knowledge about it."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Achilles' Heels]] are most commonly used to make [[Boss Monsters]] easier to [[Overcome]]. The two main design choices regarding [[Achilles' Heels]] are their effects related to normal attacks, what is required to attack the weak point, and how players become aware of the [[Achilles' Heels]].",
@@ -44,33 +47,21 @@
44
  ],
45
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
46
  "pattern_links": [
47
- {
48
- "name": "Varied Gameplay",
49
- "file": "VariedGameplay"
50
- },
51
- {
52
- "name": "Experimenting",
53
- "file": "Experimenting"
54
- },
55
  {
56
  "name": "Right Level of Difficulty",
57
  "file": "RightLevelofDifficulty"
58
  },
59
- {
60
- "name": "Traces",
61
- "file": "Traces"
62
- },
63
- {
64
- "name": "Tools",
65
- "file": "Tools"
66
- },
67
  {
68
  "name": "Clues",
69
  "file": "Clues"
70
  },
71
  {
72
- "name": "Narrative Structures",
73
- "file": "NarrativeStructures"
 
 
 
 
74
  },
75
  {
76
  "name": "Supporting Goals",
@@ -81,40 +72,52 @@
81
  "file": "Combat"
82
  },
83
  {
84
- "name": "Overcome",
85
- "file": "Overcome"
86
  },
87
  {
88
- "name": "Boss Monsters",
89
- "file": "BossMonsters"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
90
  },
91
  {
92
  "name": "Strategic Knowledge",
93
  "file": "StrategicKnowledge"
94
  },
95
  {
96
- "name": "Public Information",
97
- "file": "PublicInformation"
98
  },
99
  {
100
- "name": "Damage",
101
- "file": "Damage"
102
  },
103
  {
104
  "name": "Puzzle Solving",
105
  "file": "PuzzleSolving"
106
- },
107
- {
108
- "name": "Gain Information",
109
- "file": "GainInformation"
110
  }
111
  ],
112
  "pattern_id": "Achilles'Heels",
113
  "playable_concept": "Not available yet",
114
  "metadata": {
115
- "version": "1.2.1",
116
- "date_processed": "2025-04-24",
117
  "source_file": "Achilles'Heels.htm",
118
- "converter_version": "1.2.1"
119
  }
120
  }
 
2
  "pattern_name": "Achilles' Heels",
3
  "description": "A special weakness of an enemy that can be used to defeat that enemy much easier than by other means.",
4
  "content": [
5
+ "Many of the more difficult enemies in games can more easily, or in some cases only, be defeated by a special form of attack. These kinds of enemies have an Achilles Heel, a special weakness that players can use to their advantage if they can locate it or gain knowledge about it.",
6
+ "Example: the final monster in Half-Life can only be damaged by first hitting a special area.",
7
+ "Example: boss monsters in games such as Zelda or Super Mario Sunshine usually can only be defeated by special actions, such as grabbing hold of the enemies' tail and spinning around rapidly or hitting the enemies' so that it shows a vulnerable spot and then hitting that spot.",
8
+ "Example: many monsters in roleplaying games can only be damaged by certain weapons, for example silver or magic weapons. This kind of vulnerability can be seen as a kind of Achilles Heel even though it is not defined by a specific area but by a specific type of attack."
9
  ],
10
  "using_the_pattern": [
11
  "[[Achilles' Heels]] are most commonly used to make [[Boss Monsters]] easier to [[Overcome]]. The two main design choices regarding [[Achilles' Heels]] are their effects related to normal attacks, what is required to attack the weak point, and how players become aware of the [[Achilles' Heels]].",
 
47
  ],
48
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
49
  "pattern_links": [
 
 
 
 
 
 
 
 
50
  {
51
  "name": "Right Level of Difficulty",
52
  "file": "RightLevelofDifficulty"
53
  },
 
 
 
 
 
 
 
 
54
  {
55
  "name": "Clues",
56
  "file": "Clues"
57
  },
58
  {
59
+ "name": "Boss Monsters",
60
+ "file": "BossMonsters"
61
+ },
62
+ {
63
+ "name": "Damage",
64
+ "file": "Damage"
65
  },
66
  {
67
  "name": "Supporting Goals",
 
72
  "file": "Combat"
73
  },
74
  {
75
+ "name": "Gain Information",
76
+ "file": "GainInformation"
77
  },
78
  {
79
+ "name": "Public Information",
80
+ "file": "PublicInformation"
81
+ },
82
+ {
83
+ "name": "Tools",
84
+ "file": "Tools"
85
+ },
86
+ {
87
+ "name": "Narrative Structures",
88
+ "file": "NarrativeStructures"
89
+ },
90
+ {
91
+ "name": "Experimenting",
92
+ "file": "Experimenting"
93
+ },
94
+ {
95
+ "name": "Overcome",
96
+ "file": "Overcome"
97
  },
98
  {
99
  "name": "Strategic Knowledge",
100
  "file": "StrategicKnowledge"
101
  },
102
  {
103
+ "name": "Varied Gameplay",
104
+ "file": "VariedGameplay"
105
  },
106
  {
107
+ "name": "Traces",
108
+ "file": "Traces"
109
  },
110
  {
111
  "name": "Puzzle Solving",
112
  "file": "PuzzleSolving"
 
 
 
 
113
  }
114
  ],
115
  "pattern_id": "Achilles'Heels",
116
  "playable_concept": "Not available yet",
117
  "metadata": {
118
+ "version": "1.2.2",
119
+ "date_processed": "2025-04-26",
120
  "source_file": "Achilles'Heels.htm",
121
+ "converter_version": "1.2.2"
122
  }
123
  }
Agents.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Agents",
3
  "description": "Entities in games that take the roles of players but are controlled by the game system.",
4
  "content": [
5
- "Sometimes one cannot find enough players to make a game playable or enjoyable. To make gameplay possible in these situations, the game design may provide means of simulating players. These simulated players, or [[Agents]], can also be used to flesh out team-based games so that the teams are of equal size or simply let players train without having to play against other people."
 
6
  ],
7
  "using_the_pattern": [
8
  "Creating [[Agents]] requires that [[Dedicated Game Facilitators]] can sufficiently simulate the actions and plans of players, which in many cases requires significant computer power and AI programming. However, the skill of these [[Agents]] can easily be downgraded once they have been created and this can be used to create [[Handicaps]] for players."
@@ -37,41 +38,41 @@
37
  "name": "Handicaps",
38
  "file": "Handicaps"
39
  },
40
- {
41
- "name": "Enemies",
42
- "file": "Enemies"
43
- },
44
  {
45
  "name": "Dedicated Game Facilitators",
46
  "file": "DedicatedGameFacilitators"
47
  },
48
  {
49
- "name": "Multiplayer Games",
50
- "file": "MultiplayerGames"
51
  },
52
  {
53
- "name": "Tied Results",
54
- "file": "TiedResults"
55
  },
56
  {
57
  "name": "Competition",
58
  "file": "Competition"
59
  },
 
 
 
 
60
  {
61
  "name": "Social Interaction",
62
  "file": "SocialInteraction"
63
  },
64
  {
65
- "name": "Conflict",
66
- "file": "Conflict"
67
  }
68
  ],
69
  "pattern_id": "Agents",
70
  "playable_concept": "Not available yet",
71
  "metadata": {
72
- "version": "1.2.1",
73
- "date_processed": "2025-04-24",
74
  "source_file": "Agents.htm",
75
- "converter_version": "1.2.1"
76
  }
77
  }
 
2
  "pattern_name": "Agents",
3
  "description": "Entities in games that take the roles of players but are controlled by the game system.",
4
  "content": [
5
+ "Sometimes one cannot find enough players to make a game playable or enjoyable. To make gameplay possible in these situations, the game design may provide means of simulating players. These simulated players, or [[Agents]], can also be used to flesh out team-based games so that the teams are of equal size or simply let players train without having to play against other people.",
6
+ "Example: Bots in first-person shooters or real-time strategy games let players simulate multiplayer variants of the game."
7
  ],
8
  "using_the_pattern": [
9
  "Creating [[Agents]] requires that [[Dedicated Game Facilitators]] can sufficiently simulate the actions and plans of players, which in many cases requires significant computer power and AI programming. However, the skill of these [[Agents]] can easily be downgraded once they have been created and this can be used to create [[Handicaps]] for players."
 
38
  "name": "Handicaps",
39
  "file": "Handicaps"
40
  },
 
 
 
 
41
  {
42
  "name": "Dedicated Game Facilitators",
43
  "file": "DedicatedGameFacilitators"
44
  },
45
  {
46
+ "name": "Enemies",
47
+ "file": "Enemies"
48
  },
49
  {
50
+ "name": "Multiplayer Games",
51
+ "file": "MultiplayerGames"
52
  },
53
  {
54
  "name": "Competition",
55
  "file": "Competition"
56
  },
57
+ {
58
+ "name": "Conflict",
59
+ "file": "Conflict"
60
+ },
61
  {
62
  "name": "Social Interaction",
63
  "file": "SocialInteraction"
64
  },
65
  {
66
+ "name": "Tied Results",
67
+ "file": "TiedResults"
68
  }
69
  ],
70
  "pattern_id": "Agents",
71
  "playable_concept": "Not available yet",
72
  "metadata": {
73
+ "version": "1.2.2",
74
+ "date_processed": "2025-04-26",
75
  "source_file": "Agents.htm",
76
+ "converter_version": "1.2.2"
77
  }
78
  }
Aim&Shoot.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Aim & Shoot",
3
  "description": "The act of taking aim at something and then shooting at it.",
4
  "content": [
5
- "One of the most natural ways of showing attention to something is to look or point at it. Real-time games usually provide some action that can be done to the game element pointed at. Generalized, this action can be described as [[Aim & Shoot]] regardless of if anything is aimed or actually shot."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "Making [[Aim & Shoot]] actions possible primarily depend on enabling players to complete [[Alignment]] goals of two points by a straight line. For [[First-Person Views]] this is trivial, as one point is the player's view point unless either of the two points is moving. Somewhat more difficult are [[Third-Person Views]], as more movement of the player's [[Focus Loci]] is usually necessary. [[God Views]] are in most cases too difficult, as it is too hard to get the [[Spatial Immersion]] required in order to line up the two points accurately.",
@@ -65,48 +68,32 @@
65
  "label": "8. Actions and Events Patterns",
66
  "pattern_links": [
67
  {
68
- "name": "Real-Time Games",
69
- "file": "Real-TimeGames"
70
- },
71
- {
72
- "name": "Eliminate",
73
- "file": "Eliminate"
74
  },
75
  {
76
- "name": "Traverse",
77
- "file": "Traverse"
78
  },
79
  {
80
- "name": "God Views",
81
- "file": "GodViews"
82
  },
83
  {
84
  "name": "Timing",
85
  "file": "Timing"
86
  },
87
  {
88
- "name": "Moveable Tiles",
89
- "file": "MoveableTiles"
90
- },
91
- {
92
- "name": "Spatial Immersion",
93
- "file": "SpatialImmersion"
94
  },
95
  {
96
  "name": "Dexterity-Based Actions",
97
  "file": "Dexterity-BasedActions"
98
  },
99
  {
100
- "name": "Third-Person Views",
101
- "file": "Third-PersonViews"
102
- },
103
- {
104
- "name": "First-Person Views",
105
- "file": "First-PersonViews"
106
- },
107
- {
108
- "name": "Tension",
109
- "file": "Tension"
110
  },
111
  {
112
  "name": "Extended Actions",
@@ -116,25 +103,49 @@
116
  "name": "Movement",
117
  "file": "Movement"
118
  },
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
119
  {
120
  "name": "Disruption of Focused Attention",
121
  "file": "DisruptionofFocusedAttention"
122
  },
 
 
 
 
 
 
 
 
123
  {
124
  "name": "Alignment",
125
  "file": "Alignment"
126
  },
127
  {
128
- "name": "Obstacles",
129
- "file": "Obstacles"
130
  },
131
  {
132
- "name": "Capture",
133
- "file": "Capture"
134
  },
135
  {
136
- "name": "Combat",
137
- "file": "Combat"
138
  },
139
  {
140
  "name": "Surprises",
@@ -145,40 +156,32 @@
145
  "file": "Evade"
146
  },
147
  {
148
- "name": "Enemies",
149
- "file": "Enemies"
150
- },
151
- {
152
- "name": "Maneuvering",
153
- "file": "Maneuvering"
154
- },
155
- {
156
- "name": "Privileged Movement",
157
- "file": "PrivilegedMovement"
158
- },
159
- {
160
- "name": "Tools",
161
- "file": "Tools"
162
  },
163
  {
164
- "name": "Resources",
165
- "file": "Resources"
166
  },
167
  {
168
- "name": "The Show Must Go On",
169
- "file": "TheShowMustGoOn"
170
  },
171
  {
172
  "name": "Delivery",
173
  "file": "Delivery"
 
 
 
 
174
  }
175
  ],
176
  "pattern_id": "Aim&Shoot",
177
  "playable_concept": "Not available yet",
178
  "metadata": {
179
- "version": "1.2.1",
180
- "date_processed": "2025-04-24",
181
  "source_file": "Aim&Shoot.htm",
182
- "converter_version": "1.2.1"
183
  }
184
  }
 
2
  "pattern_name": "Aim & Shoot",
3
  "description": "The act of taking aim at something and then shooting at it.",
4
  "content": [
5
+ "One of the most natural ways of showing attention to something is to look or point at it. Real-time games usually provide some action that can be done to the game element pointed at. Generalized, this action can be described as [[Aim & Shoot]] regardless of if anything is aimed or actually shot.",
6
+ "Example: Shooting in all first-person shooters consists of taking aim on the opponents, with possible compensations for their movement, and shooting.",
7
+ "Example: In Zelda: Ocarina of Time, the player must aim and shoot a grappling hook to be able to swing Link between chasms.",
8
+ "Example: Pokemon Snap! gives players a camera and lets them move along a track trying to take as good pictures as possible of Pokemons."
9
  ],
10
  "using_the_pattern": [
11
  "Making [[Aim & Shoot]] actions possible primarily depend on enabling players to complete [[Alignment]] goals of two points by a straight line. For [[First-Person Views]] this is trivial, as one point is the player's view point unless either of the two points is moving. Somewhat more difficult are [[Third-Person Views]], as more movement of the player's [[Focus Loci]] is usually necessary. [[God Views]] are in most cases too difficult, as it is too hard to get the [[Spatial Immersion]] required in order to line up the two points accurately.",
 
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
+ "name": "Spatial Immersion",
72
+ "file": "SpatialImmersion"
 
 
 
 
73
  },
74
  {
75
+ "name": "Combat",
76
+ "file": "Combat"
77
  },
78
  {
79
+ "name": "First-Person Views",
80
+ "file": "First-PersonViews"
81
  },
82
  {
83
  "name": "Timing",
84
  "file": "Timing"
85
  },
86
  {
87
+ "name": "Tension",
88
+ "file": "Tension"
 
 
 
 
89
  },
90
  {
91
  "name": "Dexterity-Based Actions",
92
  "file": "Dexterity-BasedActions"
93
  },
94
  {
95
+ "name": "Enemies",
96
+ "file": "Enemies"
 
 
 
 
 
 
 
 
97
  },
98
  {
99
  "name": "Extended Actions",
 
103
  "name": "Movement",
104
  "file": "Movement"
105
  },
106
+ {
107
+ "name": "Traverse",
108
+ "file": "Traverse"
109
+ },
110
+ {
111
+ "name": "Capture",
112
+ "file": "Capture"
113
+ },
114
+ {
115
+ "name": "Eliminate",
116
+ "file": "Eliminate"
117
+ },
118
+ {
119
+ "name": "Resources",
120
+ "file": "Resources"
121
+ },
122
  {
123
  "name": "Disruption of Focused Attention",
124
  "file": "DisruptionofFocusedAttention"
125
  },
126
+ {
127
+ "name": "Tools",
128
+ "file": "Tools"
129
+ },
130
+ {
131
+ "name": "Third-Person Views",
132
+ "file": "Third-PersonViews"
133
+ },
134
  {
135
  "name": "Alignment",
136
  "file": "Alignment"
137
  },
138
  {
139
+ "name": "Moveable Tiles",
140
+ "file": "MoveableTiles"
141
  },
142
  {
143
+ "name": "Obstacles",
144
+ "file": "Obstacles"
145
  },
146
  {
147
+ "name": "The Show Must Go On",
148
+ "file": "TheShowMustGoOn"
149
  },
150
  {
151
  "name": "Surprises",
 
156
  "file": "Evade"
157
  },
158
  {
159
+ "name": "God Views",
160
+ "file": "GodViews"
 
 
 
 
 
 
 
 
 
 
 
 
161
  },
162
  {
163
+ "name": "Real-Time Games",
164
+ "file": "Real-TimeGames"
165
  },
166
  {
167
+ "name": "Maneuvering",
168
+ "file": "Maneuvering"
169
  },
170
  {
171
  "name": "Delivery",
172
  "file": "Delivery"
173
+ },
174
+ {
175
+ "name": "Privileged Movement",
176
+ "file": "PrivilegedMovement"
177
  }
178
  ],
179
  "pattern_id": "Aim&Shoot",
180
  "playable_concept": "Not available yet",
181
  "metadata": {
182
+ "version": "1.2.2",
183
+ "date_processed": "2025-04-26",
184
  "source_file": "Aim&Shoot.htm",
185
+ "converter_version": "1.2.2"
186
  }
187
  }
Alarms.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Alarms",
3
  "description": "Alarms are abstract game elements that provide information about particular game state changes.",
4
  "content": [
5
- "[[Alarms]] are turned on and off either by manipulating explicit game elements or by inherent actions of the game elements. [[Alarms]] can, for instance, show if a forbidden area has been entered or if a certain game elements have been manipulated."
 
6
  ],
7
  "using_the_pattern": [
8
  "The main design choices for [[Alarms]] are how they are tripped and what [[Outstanding Features]] they set off. Further when designing [[Alarms]], the designer may choose either explicit [[Tools]] or [[Controllers]] to manipulate the [[Alarms]] or to have the manipulation of the [[Alarms]] as [[Privileged Abilities]] for certain types of [[Avatars]] or [[Units]]. Using [[Tools]] or [[Controllers]] increases the complexity of the game by allowing such possibilities as deactivating the [[Alarm]] when it should not be deactivated, [[Bluffing]] by raising erroneous [[Alarms]], and preventing the raising of [[Alarms]] by destroying the means to activate them. All these actions increase the player's [[Freedom of Choice]] but may make it more difficult to guarantee the coherent [[Narrative Structure]] of the game. Having [[Avatars]] or [[Units]] with [[Privileged Abilities]] to raise [[Alarms]] may avoid this problem but may break the [[Consistent Reality Logic]].",
@@ -30,38 +31,26 @@
30
  "Potentially conflicting with": []
31
  },
32
  "examples": [
33
- "Some team-based first-person shooters, such as Return to Castle Wolfenstein: Enemy Territory, include Alarms to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team."
34
  ],
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
37
  {
38
- "name": "Enemies",
39
- "file": "Enemies"
40
  },
41
  {
42
- "name": "Rescue",
43
- "file": "Rescue"
44
  },
45
  {
46
  "name": "Stealth",
47
  "file": "Stealth"
48
  },
49
- {
50
- "name": "Alarms",
51
- "file": "Alarms"
52
- },
53
  {
54
  "name": "Game State Overview",
55
  "file": "GameStateOverview"
56
  },
57
- {
58
- "name": "Outstanding Features",
59
- "file": "OutstandingFeatures"
60
- },
61
- {
62
- "name": "Reconnaissance",
63
- "file": "Reconnaissance"
64
- },
65
  {
66
  "name": "Disruption of Focused Attention",
67
  "file": "DisruptionofFocusedAttention"
@@ -69,14 +58,22 @@
69
  {
70
  "name": "Bluffing",
71
  "file": "Bluffing"
 
 
 
 
 
 
 
 
72
  }
73
  ],
74
  "pattern_id": "Alarms",
75
  "playable_concept": "Not available yet",
76
  "metadata": {
77
- "version": "1.2.1",
78
- "date_processed": "2025-04-24",
79
  "source_file": "Alarms.htm",
80
- "converter_version": "1.2.1"
81
  }
82
  }
 
2
  "pattern_name": "Alarms",
3
  "description": "Alarms are abstract game elements that provide information about particular game state changes.",
4
  "content": [
5
+ "[[Alarms]] are turned on and off either by manipulating explicit game elements or by inherent actions of the game elements. [[Alarms]] can, for instance, show if a forbidden area has been entered or if a certain game elements have been manipulated.",
6
+ "Example: Some team-based first-person shooters, such as Return to Castle Wolfenstein: Enemy Territory, include [[Alarms]] to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team."
7
  ],
8
  "using_the_pattern": [
9
  "The main design choices for [[Alarms]] are how they are tripped and what [[Outstanding Features]] they set off. Further when designing [[Alarms]], the designer may choose either explicit [[Tools]] or [[Controllers]] to manipulate the [[Alarms]] or to have the manipulation of the [[Alarms]] as [[Privileged Abilities]] for certain types of [[Avatars]] or [[Units]]. Using [[Tools]] or [[Controllers]] increases the complexity of the game by allowing such possibilities as deactivating the [[Alarm]] when it should not be deactivated, [[Bluffing]] by raising erroneous [[Alarms]], and preventing the raising of [[Alarms]] by destroying the means to activate them. All these actions increase the player's [[Freedom of Choice]] but may make it more difficult to guarantee the coherent [[Narrative Structure]] of the game. Having [[Avatars]] or [[Units]] with [[Privileged Abilities]] to raise [[Alarms]] may avoid this problem but may break the [[Consistent Reality Logic]].",
 
31
  "Potentially conflicting with": []
32
  },
33
  "examples": [
34
+ "Some team-based first-person shooters, such as Return to Castle Wolfenstein: Enemy Territory, include [[Alarms]] to inform the players about events that are relevant on a team level, e. g., that a particular goal has been completed or that a certain activity has been initiated by the other team."
35
  ],
36
  "label": "5. Game Design Patterns for Game Elements",
37
  "pattern_links": [
38
  {
39
+ "name": "Outstanding Features",
40
+ "file": "OutstandingFeatures"
41
  },
42
  {
43
+ "name": "Enemies",
44
+ "file": "Enemies"
45
  },
46
  {
47
  "name": "Stealth",
48
  "file": "Stealth"
49
  },
 
 
 
 
50
  {
51
  "name": "Game State Overview",
52
  "file": "GameStateOverview"
53
  },
 
 
 
 
 
 
 
 
54
  {
55
  "name": "Disruption of Focused Attention",
56
  "file": "DisruptionofFocusedAttention"
 
58
  {
59
  "name": "Bluffing",
60
  "file": "Bluffing"
61
+ },
62
+ {
63
+ "name": "Rescue",
64
+ "file": "Rescue"
65
+ },
66
+ {
67
+ "name": "Reconnaissance",
68
+ "file": "Reconnaissance"
69
  }
70
  ],
71
  "pattern_id": "Alarms",
72
  "playable_concept": "Not available yet",
73
  "metadata": {
74
+ "version": "1.2.2",
75
+ "date_processed": "2025-04-26",
76
  "source_file": "Alarms.htm",
77
+ "converter_version": "1.2.2"
78
  }
79
  }
Alignment.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Alignment",
3
  "description": "This goal consists of forming a linear alignment of game elements.",
4
  "content": [
5
- "Many games make use of the spatial relationship of game elements to cause effects in the game state. When the pieces have to form a line (typically defined by three game elements) for an effect to occur, this can be described as giving players the goal of[[Alignment]]. The goal usually requires the aligned elements to be next to each other. There are, however, games where this is not required but the [[Alignment]] can also be determined by the movement paths of game elements such as leaping in Droughts."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The requirements for using [[Alignment]] are to have a [[Game World]] that allows spatial arrangements and to have a [[Game State Overview]] for players of the whole area which is to be used. The prime challenges that can be designed for [[Alignment]] goals consist of how players can move the necessary game elements into the correct position and how game elements can be removed in order to hinder the completion of the [[Alignment]]. The difficulty of the goal can easily be increased by making the game elements move on their own or making them moveable by other players and introducing [[Preventing Goals]].",
@@ -30,51 +33,47 @@
30
  "Potentially conflicting with": []
31
  },
32
  "examples": [
33
- "A well known, and perhaps the simplest, game of Alignment is Tic-Tac-Toe where the winner is the first to have three markers in horizontal, vertical or diagonal Alignment in a three by three board.",
34
- "Tetris uses the horizontal Alignment of blocks to remove them from the screen and increase the player's score.",
35
  "Bejeweled lets players swap game elements which are neighbors, removing them and rewarding the player with points if three or more game elements become aligned."
36
  ],
37
  "label": "11. Game Design Patterns for Goals",
38
  "pattern_links": [
39
  {
40
- "name": "Alignment",
41
- "file": "Alignment"
42
- },
43
- {
44
- "name": "Connection",
45
- "file": "Connection"
46
- },
47
- {
48
- "name": "Configuration",
49
- "file": "Configuration"
50
  },
51
  {
52
- "name": "King of the Hill",
53
- "file": "KingoftheHill"
54
  },
55
  {
56
- "name": "Capture",
57
- "file": "Capture"
58
  },
59
  {
60
  "name": "Hovering Closures",
61
  "file": "HoveringClosures"
62
  },
63
  {
64
- "name": "Progress Indicators",
65
- "file": "ProgressIndicators"
66
  },
67
  {
68
- "name": "Aim & Shoot",
69
- "file": "Aim&Shoot"
 
 
 
 
70
  }
71
  ],
72
  "pattern_id": "Alignment",
73
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780311",
74
  "metadata": {
75
- "version": "1.2.1",
76
- "date_processed": "2025-04-24",
77
  "source_file": "Alignment.htm",
78
- "converter_version": "1.2.1"
79
  }
80
  }
 
2
  "pattern_name": "Alignment",
3
  "description": "This goal consists of forming a linear alignment of game elements.",
4
  "content": [
5
+ "Many games make use of the spatial relationship of game elements to cause effects in the game state. When the pieces have to form a line (typically defined by three game elements) for an effect to occur, this can be described as giving players the goal of[[Alignment]]. The goal usually requires the aligned elements to be next to each other. There are, however, games where this is not required but the [[Alignment]] can also be determined by the movement paths of game elements such as leaping in Droughts.",
6
+ "Example: A well known, and perhaps the simplest, game of [[Alignment]] is Tic-Tac-Toe where the winner is the first to have three markers in horizontal, vertical or diagonal [[Alignment]] in a three by three board.",
7
+ "Example: Tetris uses the horizontal [[Alignment]] of blocks to remove them from the screen and increase the player's score.",
8
+ "Example: Bejeweled lets players swap game elements which are neighbors, removing them and rewarding the player with points if three or more game elements become aligned."
9
  ],
10
  "using_the_pattern": [
11
  "The requirements for using [[Alignment]] are to have a [[Game World]] that allows spatial arrangements and to have a [[Game State Overview]] for players of the whole area which is to be used. The prime challenges that can be designed for [[Alignment]] goals consist of how players can move the necessary game elements into the correct position and how game elements can be removed in order to hinder the completion of the [[Alignment]]. The difficulty of the goal can easily be increased by making the game elements move on their own or making them moveable by other players and introducing [[Preventing Goals]].",
 
33
  "Potentially conflicting with": []
34
  },
35
  "examples": [
36
+ "A well known, and perhaps the simplest, game of [[Alignment]] is Tic-Tac-Toe where the winner is the first to have three markers in horizontal, vertical or diagonal [[Alignment]] in a three by three board.",
37
+ "Tetris uses the horizontal [[Alignment]] of blocks to remove them from the screen and increase the player's score.",
38
  "Bejeweled lets players swap game elements which are neighbors, removing them and rewarding the player with points if three or more game elements become aligned."
39
  ],
40
  "label": "11. Game Design Patterns for Goals",
41
  "pattern_links": [
42
  {
43
+ "name": "Capture",
44
+ "file": "Capture"
 
 
 
 
 
 
 
 
45
  },
46
  {
47
+ "name": "Aim & Shoot",
48
+ "file": "Aim&Shoot"
49
  },
50
  {
51
+ "name": "Progress Indicators",
52
+ "file": "ProgressIndicators"
53
  },
54
  {
55
  "name": "Hovering Closures",
56
  "file": "HoveringClosures"
57
  },
58
  {
59
+ "name": "Configuration",
60
+ "file": "Configuration"
61
  },
62
  {
63
+ "name": "Connection",
64
+ "file": "Connection"
65
+ },
66
+ {
67
+ "name": "King of the Hill",
68
+ "file": "KingoftheHill"
69
  }
70
  ],
71
  "pattern_id": "Alignment",
72
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780311",
73
  "metadata": {
74
+ "version": "1.2.2",
75
+ "date_processed": "2025-04-26",
76
  "source_file": "Alignment.htm",
77
+ "converter_version": "1.2.2"
78
  }
79
  }
Alliances.json CHANGED
@@ -3,7 +3,10 @@
3
  "description": "A group of players who have agreed to obey particular and specific rules of conduct towards each other and who, usually, also have a shared agenda.",
4
  "content": [
5
  "The rules of conduct, obviously, have to be relevant to the playing of the game and they also have to be optional from the game system point of view, that is, players should be able also to decide not to obey these rules, effectively leaving them out of the [[Alliance]] (otherwise, every game has an alliance of players agreeing to play the game together). That the rules are particular and specific means that, first, they are effective for a certain amount of time during the game play and for a certain group of players, and secondly, that they are specific enough for determining if a player has breached the contract. The rules being specific enough does not necessarily mean that it is possible to determine conclusively that there is a breach of contract. Especially player defined [[Alliances]] have a tendency to allow different interpretations, and sometimes the fun comes from arguing whether there is a breach of contract.",
6
- "The agenda of the [[Alliance]] defines the reason for having the [[Alliance]] and is usually concerned about possible goals that the members of the [[Alliance]] want to reach together.[[Alliances]] in general are not mutually exclusive. Players can therefore, at least in principle, belong to many different [[Alliances]] at the same time. [[Alliances]] can also consist of smaller sub-[[Alliances]], which may have their own rules of conduct and agendas. In any case, the player composition is one of the most important, and concrete, characteristics of an [[Alliance]]."
 
 
 
7
  ],
8
  "using_the_pattern": [
9
  "[[Alliances]] typically emerge around [[Mutual Goals]] or common [[Enemies]]. [[Alliances]] differ from [[Team Play]] in that they do not necessarily promote [[Cooperation]] but can consist of agreeing not to interfere with actions or goals of the other members in the alliance.",
@@ -44,35 +47,35 @@
44
  "Potentially conflicting with": []
45
  },
46
  "examples": [
47
- "Return to Castle Wolfenstein: Enemy Territory has two teams, Axis and Allies, fighting each other in a World War II first-person--shooter environment. These teams are examples of Alliances where the rules of conduct to not shoot, but try to help, members of one's own team, and the agenda of overcoming the opposing team, are clear cut and stable. The player composition in open games, however, might change during the play as players might drop out and new players join on both sides. People may break the rules of conduct, e. g., shooting their own teammates, but the game supports collective actions such as banning offending players by voting.",
48
- "The computer game Civilization allows a player to have different diplomatic relations with other players. The peace relation effectively creates an Alliance as the players agree not to attack each other as the defining rule of conduct.",
49
- "The board game Diplomacy does not have explicit Alliances, but the players agree upon the rules of conduct outside the game system. These agreements range from the simple \"let's not attack each other during this turn\" to more complex \"we will coordinate the use of our armies and fleets in a way so that we can invade Italy within two years, and we will split the spoils of war equally.\" The latter agreement is also a good example of a formulation of the rules of conduct that is open to interpretation."
50
  ],
51
  "label": "10. Game Design Patterns for Social Interaction",
52
  "pattern_links": [
53
  {
54
- "name": "Alliance",
55
- "file": "Alliances"
56
  },
57
  {
58
- "name": "Alliances",
59
- "file": "Alliances"
60
  },
61
  {
62
- "name": "Social Dilemmas",
63
- "file": "SocialDilemmas"
64
  },
65
  {
66
- "name": "Individual Penalties",
67
- "file": "IndividualPenalties"
68
  },
69
  {
70
- "name": "Uncommitted Alliances",
71
- "file": "UncommittedAlliances"
72
  },
73
  {
74
- "name": "Social Statuses",
75
- "file": "SocialStatuses"
76
  },
77
  {
78
  "name": "Cooperation",
@@ -83,60 +86,52 @@
83
  "file": "Competition"
84
  },
85
  {
86
- "name": "Shared Penalties",
87
- "file": "SharedPenalties"
88
- },
89
- {
90
- "name": "Player Decided Results",
91
- "file": "PlayerDecidedResults"
92
  },
93
  {
94
- "name": "Secret Alliances",
95
- "file": "SecretAlliances"
96
  },
97
  {
98
- "name": "Shared Resources",
99
- "file": "SharedResources"
100
  },
101
  {
102
- "name": "Mutual Goals",
103
- "file": "MutualGoals"
104
  },
105
  {
106
- "name": "Shared Rewards",
107
- "file": "SharedRewards"
108
  },
109
  {
110
  "name": "Dynamic Alliances",
111
  "file": "DynamicAlliances"
112
  },
113
  {
114
- "name": "Enemies",
115
- "file": "Enemies"
116
- },
117
- {
118
- "name": "Social Organizations",
119
- "file": "SocialOrganizations"
120
  },
121
  {
122
- "name": "Interferable Goals",
123
- "file": "InterferableGoals"
124
  },
125
  {
126
  "name": "Social Interaction",
127
  "file": "SocialInteraction"
128
  },
129
  {
130
- "name": "Betrayal",
131
- "file": "Betrayal"
132
  }
133
  ],
134
  "pattern_id": "Alliances",
135
  "playable_concept": "Not available yet",
136
  "metadata": {
137
- "version": "1.2.1",
138
- "date_processed": "2025-04-24",
139
  "source_file": "Alliances.htm",
140
- "converter_version": "1.2.1"
141
  }
142
  }
 
3
  "description": "A group of players who have agreed to obey particular and specific rules of conduct towards each other and who, usually, also have a shared agenda.",
4
  "content": [
5
  "The rules of conduct, obviously, have to be relevant to the playing of the game and they also have to be optional from the game system point of view, that is, players should be able also to decide not to obey these rules, effectively leaving them out of the [[Alliance]] (otherwise, every game has an alliance of players agreeing to play the game together). That the rules are particular and specific means that, first, they are effective for a certain amount of time during the game play and for a certain group of players, and secondly, that they are specific enough for determining if a player has breached the contract. The rules being specific enough does not necessarily mean that it is possible to determine conclusively that there is a breach of contract. Especially player defined [[Alliances]] have a tendency to allow different interpretations, and sometimes the fun comes from arguing whether there is a breach of contract.",
6
+ "The agenda of the [[Alliance]] defines the reason for having the [[Alliance]] and is usually concerned about possible goals that the members of the [[Alliance]] want to reach together.[[Alliances]] in general are not mutually exclusive. Players can therefore, at least in principle, belong to many different [[Alliances]] at the same time. [[Alliances]] can also consist of smaller sub-[[Alliances]], which may have their own rules of conduct and agendas. In any case, the player composition is one of the most important, and concrete, characteristics of an [[Alliance]].",
7
+ "Example: Return to Castle Wolfenstein: Enemy Territory has two teams, Axis and Allies, fighting each other in a World War II first-person--shooter environment. These teams are examples of [[Alliances]] where the rules of conduct to not shoot, but try to help, members of one's own team, and the agenda of overcoming the opposing team, are clear cut and stable. The player composition in open games, however, might change during the play as players might drop out and new players join on both sides. People may break the rules of conduct, e. g., shooting their own teammates, but the game supports collective actions such as banning offending players by voting.",
8
+ "Example: The computer game Civilization allows a player to have different diplomatic relations with other players. The peace relation effectively creates an [[Alliance]] as the players agree not to attack each other as the defining rule of conduct.",
9
+ "Example: The board game Diplomacy does not have explicit [[Alliances]], but the players agree upon the rules of conduct outside the game system. These agreements range from the simple \"let's not attack each other during this turn\" to more complex \"we will coordinate the use of our armies and fleets in a way so that we can invade Italy within two years, and we will split the spoils of war equally.\" The latter agreement is also a good example of a formulation of the rules of conduct that is open to interpretation."
10
  ],
11
  "using_the_pattern": [
12
  "[[Alliances]] typically emerge around [[Mutual Goals]] or common [[Enemies]]. [[Alliances]] differ from [[Team Play]] in that they do not necessarily promote [[Cooperation]] but can consist of agreeing not to interfere with actions or goals of the other members in the alliance.",
 
47
  "Potentially conflicting with": []
48
  },
49
  "examples": [
50
+ "Return to Castle Wolfenstein: Enemy Territory has two teams, Axis and Allies, fighting each other in a World War II first-person--shooter environment. These teams are examples of [[Alliances]] where the rules of conduct to not shoot, but try to help, members of one's own team, and the agenda of overcoming the opposing team, are clear cut and stable. The player composition in open games, however, might change during the play as players might drop out and new players join on both sides. People may break the rules of conduct, e. g., shooting their own teammates, but the game supports collective actions such as banning offending players by voting.",
51
+ "The computer game Civilization allows a player to have different diplomatic relations with other players. The peace relation effectively creates an [[Alliance]] as the players agree not to attack each other as the defining rule of conduct.",
52
+ "The board game Diplomacy does not have explicit [[Alliances]], but the players agree upon the rules of conduct outside the game system. These agreements range from the simple \"let's not attack each other during this turn\" to more complex \"we will coordinate the use of our armies and fleets in a way so that we can invade Italy within two years, and we will split the spoils of war equally.\" The latter agreement is also a good example of a formulation of the rules of conduct that is open to interpretation."
53
  ],
54
  "label": "10. Game Design Patterns for Social Interaction",
55
  "pattern_links": [
56
  {
57
+ "name": "Interferable Goals",
58
+ "file": "InterferableGoals"
59
  },
60
  {
61
+ "name": "Player Decided Results",
62
+ "file": "PlayerDecidedResults"
63
  },
64
  {
65
+ "name": "Enemies",
66
+ "file": "Enemies"
67
  },
68
  {
69
+ "name": "Secret Alliances",
70
+ "file": "SecretAlliances"
71
  },
72
  {
73
+ "name": "Social Organizations",
74
+ "file": "SocialOrganizations"
75
  },
76
  {
77
+ "name": "Shared Resources",
78
+ "file": "SharedResources"
79
  },
80
  {
81
  "name": "Cooperation",
 
86
  "file": "Competition"
87
  },
88
  {
89
+ "name": "Mutual Goals",
90
+ "file": "MutualGoals"
 
 
 
 
91
  },
92
  {
93
+ "name": "Social Dilemmas",
94
+ "file": "SocialDilemmas"
95
  },
96
  {
97
+ "name": "Betrayal",
98
+ "file": "Betrayal"
99
  },
100
  {
101
+ "name": "Shared Penalties",
102
+ "file": "SharedPenalties"
103
  },
104
  {
105
+ "name": "Social Statuses",
106
+ "file": "SocialStatuses"
107
  },
108
  {
109
  "name": "Dynamic Alliances",
110
  "file": "DynamicAlliances"
111
  },
112
  {
113
+ "name": "Shared Rewards",
114
+ "file": "SharedRewards"
 
 
 
 
115
  },
116
  {
117
+ "name": "Individual Penalties",
118
+ "file": "IndividualPenalties"
119
  },
120
  {
121
  "name": "Social Interaction",
122
  "file": "SocialInteraction"
123
  },
124
  {
125
+ "name": "Uncommitted Alliances",
126
+ "file": "UncommittedAlliances"
127
  }
128
  ],
129
  "pattern_id": "Alliances",
130
  "playable_concept": "Not available yet",
131
  "metadata": {
132
+ "version": "1.2.2",
133
+ "date_processed": "2025-04-26",
134
  "source_file": "Alliances.htm",
135
+ "converter_version": "1.2.2"
136
  }
137
  }
AlternativeReality.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Alternative Reality",
3
  "description": "The game is described as taking place in an alternative reality in order to justify and motivate game elements, possible actions, and rules that contradict the ordinary laws of nature or the usual rules of social conduct.",
4
  "content": [
5
- "All games taking place in fantasy and science fiction settings make use of this pattern, but the pattern is also used in games taking place in alternative histories. Some forms of live-action roleplaying games take place in a historical setting and, although it is an alternative reality, the participants try to make the [[Game World]] as similar as possible to the known facts about that historical period. Even though it can be argued that every game takes place in an alternative reality, which is defined and bound by the rules of the game, this pattern is mainly concerned with making the theme and the function of the [[Game World]] seem life-like."
 
6
  ],
7
  "using_the_pattern": [
8
  "Using the [[Alternative Reality]] pattern mainly concerns describing and explaining to the players the theme and setting of the game. When properly done, this makes non-intuitive parts of a game, for example explaining [[Construction]] in most games or [[New Abilities]] through [[Rewards]], easy to understand and remember. If the actions and events in games are to be tied to the [[Alternative Reality]] description to strengthen it, [[Game Worlds]] and [[Narrative Structures]] must be designed with fitting objects and [[Characters]] so that the games have[[Predictable Consequences]] and are also socially and emotionally believable. This may be done through the audiovisuals of the [[Game World]], [[Clues]], [[Extra-Game Information]], and typically part of the [[Narrative Structure]] is described using [[Cut Scenes]]. [[Clues]] and [[Helpers]] are ways to introduce [[Indirect Information]] without breaking the illusion of an [[Alternative Reality.]]"
@@ -46,80 +47,80 @@
46
  "label": "5. Game Design Patterns for Game Elements",
47
  "pattern_links": [
48
  {
49
- "name": "Construction",
50
- "file": "Construction"
51
- },
52
- {
53
- "name": "Rewards",
54
- "file": "Rewards"
55
  },
56
  {
57
- "name": "Characters",
58
- "file": "Characters"
59
  },
60
  {
61
  "name": "Roleplaying",
62
  "file": "Roleplaying"
63
  },
64
  {
65
- "name": "Extra-Game Information",
66
- "file": "Extra-GameInformation"
67
  },
68
  {
69
- "name": "Identification",
70
- "file": "Identification"
71
  },
72
  {
73
- "name": "Clues",
74
- "file": "Clues"
75
  },
76
  {
77
- "name": "Focus Loci",
78
- "file": "FocusLoci"
79
  },
80
  {
81
- "name": "Narrative Structures",
82
- "file": "NarrativeStructures"
83
  },
84
  {
85
  "name": "Storytelling",
86
  "file": "Storytelling"
87
  },
88
  {
89
- "name": "Consistent Reality Logic",
90
- "file": "ConsistentRealityLogic"
91
  },
92
  {
93
  "name": "Emotional Immersion",
94
  "file": "EmotionalImmersion"
95
  },
96
  {
97
- "name": "New Abilities",
98
- "file": "NewAbilities"
99
- },
100
- {
101
- "name": "Ephemeral Goals",
102
- "file": "EphemeralGoals"
103
  },
104
  {
105
- "name": "Cut Scenes",
106
- "file": "CutScenes"
107
  },
108
  {
109
  "name": "Indirect Information",
110
  "file": "IndirectInformation"
111
  },
112
  {
113
- "name": "Predictable Consequences",
114
- "file": "PredictableConsequences"
 
 
 
 
 
 
 
 
115
  }
116
  ],
117
  "pattern_id": "AlternativeReality",
118
  "playable_concept": "Not available yet",
119
  "metadata": {
120
- "version": "1.2.1",
121
- "date_processed": "2025-04-24",
122
  "source_file": "AlternativeReality.htm",
123
- "converter_version": "1.2.1"
124
  }
125
  }
 
2
  "pattern_name": "Alternative Reality",
3
  "description": "The game is described as taking place in an alternative reality in order to justify and motivate game elements, possible actions, and rules that contradict the ordinary laws of nature or the usual rules of social conduct.",
4
  "content": [
5
+ "All games taking place in fantasy and science fiction settings make use of this pattern, but the pattern is also used in games taking place in alternative histories. Some forms of live-action roleplaying games take place in a historical setting and, although it is an alternative reality, the participants try to make the [[Game World]] as similar as possible to the known facts about that historical period. Even though it can be argued that every game takes place in an alternative reality, which is defined and bound by the rules of the game, this pattern is mainly concerned with making the theme and the function of the [[Game World]] seem life-like.",
6
+ "Example: Medieval: Total War is a strategy game set in the power struggles of medieval Europe and as such can be classified as an alternative history game. The game contains huge amounts of references to historical facts, such as political events and real people. The tactical part of the game allows the player to control seemingly realistic troops in a fluid three-dimensional environment."
7
  ],
8
  "using_the_pattern": [
9
  "Using the [[Alternative Reality]] pattern mainly concerns describing and explaining to the players the theme and setting of the game. When properly done, this makes non-intuitive parts of a game, for example explaining [[Construction]] in most games or [[New Abilities]] through [[Rewards]], easy to understand and remember. If the actions and events in games are to be tied to the [[Alternative Reality]] description to strengthen it, [[Game Worlds]] and [[Narrative Structures]] must be designed with fitting objects and [[Characters]] so that the games have[[Predictable Consequences]] and are also socially and emotionally believable. This may be done through the audiovisuals of the [[Game World]], [[Clues]], [[Extra-Game Information]], and typically part of the [[Narrative Structure]] is described using [[Cut Scenes]]. [[Clues]] and [[Helpers]] are ways to introduce [[Indirect Information]] without breaking the illusion of an [[Alternative Reality.]]"
 
47
  "label": "5. Game Design Patterns for Game Elements",
48
  "pattern_links": [
49
  {
50
+ "name": "Consistent Reality Logic",
51
+ "file": "ConsistentRealityLogic"
 
 
 
 
52
  },
53
  {
54
+ "name": "New Abilities",
55
+ "file": "NewAbilities"
56
  },
57
  {
58
  "name": "Roleplaying",
59
  "file": "Roleplaying"
60
  },
61
  {
62
+ "name": "Ephemeral Goals",
63
+ "file": "EphemeralGoals"
64
  },
65
  {
66
+ "name": "Construction",
67
+ "file": "Construction"
68
  },
69
  {
70
+ "name": "Predictable Consequences",
71
+ "file": "PredictableConsequences"
72
  },
73
  {
74
+ "name": "Identification",
75
+ "file": "Identification"
76
  },
77
  {
78
+ "name": "Extra-Game Information",
79
+ "file": "Extra-GameInformation"
80
  },
81
  {
82
  "name": "Storytelling",
83
  "file": "Storytelling"
84
  },
85
  {
86
+ "name": "Cut Scenes",
87
+ "file": "CutScenes"
88
  },
89
  {
90
  "name": "Emotional Immersion",
91
  "file": "EmotionalImmersion"
92
  },
93
  {
94
+ "name": "Rewards",
95
+ "file": "Rewards"
 
 
 
 
96
  },
97
  {
98
+ "name": "Narrative Structures",
99
+ "file": "NarrativeStructures"
100
  },
101
  {
102
  "name": "Indirect Information",
103
  "file": "IndirectInformation"
104
  },
105
  {
106
+ "name": "Characters",
107
+ "file": "Characters"
108
+ },
109
+ {
110
+ "name": "Focus Loci",
111
+ "file": "FocusLoci"
112
+ },
113
+ {
114
+ "name": "Clues",
115
+ "file": "Clues"
116
  }
117
  ],
118
  "pattern_id": "AlternativeReality",
119
  "playable_concept": "Not available yet",
120
  "metadata": {
121
+ "version": "1.2.2",
122
+ "date_processed": "2025-04-26",
123
  "source_file": "AlternativeReality.htm",
124
+ "converter_version": "1.2.2"
125
  }
126
  }
AnalysisParalysis.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Analysis Paralysis",
3
  "description": "The players can spend considerable amounts of time planning their actions, because the consequences of the actions are at least somewhat predictable, and the number of possible outcomes grows exponentially the further in game time the players plan ahead.",
4
  "content": [
5
- "The classic case of [[Analysis Paralysis]] is that the players are unable to make any useful decisions regarding future actions because they attempt to think too far ahead, and the possible game state space is far too large for proper min-max analysis. [[Analysis Paralysis]] depends also on the players' play style; some players are more prone to [[Analysis Paralysis]] than the others."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Analysis Paralysis]] can be achieved by letting players have [[Freedom of Choice]] between several actions with [[Predictable Consequences]], even if these are [[Limited Set of Actions]] or players have [[Limited Resources]]. This forces players to consider [[Tradeoffs]] and the more difficult the values of the actions are to judge, the more likely [[Analysis Paralysis]] is to occur. The likelihood can also be modulated by [[Irreversible Actions]], as well as [[Predefined Goals]] in games where the players have [[Perfect Information]] and [[Symmetric Information]] about the discrete game states. This allows the players to plan the consequences of their current and future actions. [[Irreversible Actions]] guarantee that consequences of the chosen action will be effective also in the future, and this makes it possible to plan several actions ahead while at the same time decreasing the chances to perform [[Experimenting.]] [[Budgeted Action Points]] provide means of expanding the number of decisions the players have to make in each decision point, in effect, broadening the scope of [[Freedom of Choice]], as are open [[Discard Piles]] in card games, which allow the players to have [[Game State Overviews]] and may cause [[Analysis Paralysis]].",
@@ -48,109 +50,105 @@
48
  },
49
  "examples": [
50
  "Chess and Go have been used as prime examples of games where there is a possibility to almost endlessly analyze the possible actions for the future. Both have decision trees, which grow exponentially over game time.",
51
- "Diplomacy, even though the possible actions are quite limited, can cause Analysis Paralysis when the players start to think recursively about what the other players are trying to do and how the other players would perceive the players' actions."
52
  ],
53
  "label": "13. Game Design Patterns for Game Sessions",
54
  "pattern_links": [
55
  {
56
- "name": "Right Level of Complexity",
57
- "file": "RightLevelofComplexity"
58
- },
59
- {
60
- "name": "Analysis Paralysis",
61
- "file": "AnalysisParalysis"
62
- },
63
- {
64
- "name": "Time Limits",
65
- "file": "TimeLimits"
66
  },
67
  {
68
- "name": "Downtime",
69
- "file": "Downtime"
70
  },
71
  {
72
- "name": "Predefined Goals",
73
- "file": "PredefinedGoals"
74
  },
75
  {
76
- "name": "Irreversible Actions",
77
- "file": "IrreversibleActions"
78
  },
79
  {
80
- "name": "Tradeoffs",
81
- "file": "Tradeoffs"
82
  },
83
  {
84
  "name": "Perfect Information",
85
  "file": "PerfectInformation"
86
  },
87
  {
88
- "name": "Symmetric Information",
89
- "file": "SymmetricInformation"
90
  },
91
  {
92
- "name": "Limited Foresight",
93
- "file": "LimitedForesight"
94
  },
95
  {
96
- "name": "Game State Overview",
97
- "file": "GameStateOverview"
98
  },
99
  {
100
- "name": "Limited Set of Actions",
101
- "file": "LimitedSetofActions"
102
  },
103
  {
104
- "name": "Stimulated Planning",
105
- "file": "StimulatedPlanning"
106
  },
107
  {
108
- "name": "Predictable Consequences",
109
- "file": "PredictableConsequences"
110
  },
111
  {
112
- "name": "Limited Planning Ability",
113
- "file": "LimitedPlanningAbility"
 
 
 
 
114
  },
115
  {
116
  "name": "Turn Taking",
117
  "file": "TurnTaking"
118
  },
119
  {
120
- "name": "Cognitive Immersion",
121
- "file": "CognitiveImmersion"
122
  },
123
  {
124
- "name": "Anticipation",
125
- "file": "Anticipation"
126
  },
127
  {
128
- "name": "Budgeted Action Points",
129
- "file": "BudgetedActionPoints"
130
  },
131
  {
132
- "name": "Limited Resources",
133
- "file": "LimitedResources"
134
  },
135
  {
136
- "name": "Discard Piles",
137
- "file": "DiscardPiles"
138
  },
139
  {
140
- "name": "Randomness",
141
- "file": "Randomness"
142
  },
143
  {
144
- "name": "Freedom of Choice",
145
- "file": "FreedomofChoice"
146
  }
147
  ],
148
  "pattern_id": "AnalysisParalysis",
149
  "playable_concept": "Not available yet",
150
  "metadata": {
151
- "version": "1.2.1",
152
- "date_processed": "2025-04-24",
153
  "source_file": "AnalysisParalysis.htm",
154
- "converter_version": "1.2.1"
155
  }
156
  }
 
2
  "pattern_name": "Analysis Paralysis",
3
  "description": "The players can spend considerable amounts of time planning their actions, because the consequences of the actions are at least somewhat predictable, and the number of possible outcomes grows exponentially the further in game time the players plan ahead.",
4
  "content": [
5
+ "The classic case of [[Analysis Paralysis]] is that the players are unable to make any useful decisions regarding future actions because they attempt to think too far ahead, and the possible game state space is far too large for proper min-max analysis. [[Analysis Paralysis]] depends also on the players' play style; some players are more prone to [[Analysis Paralysis]] than the others.",
6
+ "Example: Chess and Go have been used as prime examples of games where there is a possibility to almost endlessly analyze the possible actions for the future. Both have decision trees, which grow exponentially over game time.",
7
+ "Example: Diplomacy, even though the possible actions are quite limited, can cause [[Analysis Paralysis]] when the players start to think recursively about what the other players are trying to do and how the other players would perceive the players' actions."
8
  ],
9
  "using_the_pattern": [
10
  "[[Analysis Paralysis]] can be achieved by letting players have [[Freedom of Choice]] between several actions with [[Predictable Consequences]], even if these are [[Limited Set of Actions]] or players have [[Limited Resources]]. This forces players to consider [[Tradeoffs]] and the more difficult the values of the actions are to judge, the more likely [[Analysis Paralysis]] is to occur. The likelihood can also be modulated by [[Irreversible Actions]], as well as [[Predefined Goals]] in games where the players have [[Perfect Information]] and [[Symmetric Information]] about the discrete game states. This allows the players to plan the consequences of their current and future actions. [[Irreversible Actions]] guarantee that consequences of the chosen action will be effective also in the future, and this makes it possible to plan several actions ahead while at the same time decreasing the chances to perform [[Experimenting.]] [[Budgeted Action Points]] provide means of expanding the number of decisions the players have to make in each decision point, in effect, broadening the scope of [[Freedom of Choice]], as are open [[Discard Piles]] in card games, which allow the players to have [[Game State Overviews]] and may cause [[Analysis Paralysis]].",
 
50
  },
51
  "examples": [
52
  "Chess and Go have been used as prime examples of games where there is a possibility to almost endlessly analyze the possible actions for the future. Both have decision trees, which grow exponentially over game time.",
53
+ "Diplomacy, even though the possible actions are quite limited, can cause [[Analysis Paralysis]] when the players start to think recursively about what the other players are trying to do and how the other players would perceive the players' actions."
54
  ],
55
  "label": "13. Game Design Patterns for Game Sessions",
56
  "pattern_links": [
57
  {
58
+ "name": "Limited Planning Ability",
59
+ "file": "LimitedPlanningAbility"
 
 
 
 
 
 
 
 
60
  },
61
  {
62
+ "name": "Game State Overview",
63
+ "file": "GameStateOverview"
64
  },
65
  {
66
+ "name": "Freedom of Choice",
67
+ "file": "FreedomofChoice"
68
  },
69
  {
70
+ "name": "Stimulated Planning",
71
+ "file": "StimulatedPlanning"
72
  },
73
  {
74
+ "name": "Anticipation",
75
+ "file": "Anticipation"
76
  },
77
  {
78
  "name": "Perfect Information",
79
  "file": "PerfectInformation"
80
  },
81
  {
82
+ "name": "Predefined Goals",
83
+ "file": "PredefinedGoals"
84
  },
85
  {
86
+ "name": "Time Limits",
87
+ "file": "TimeLimits"
88
  },
89
  {
90
+ "name": "Randomness",
91
+ "file": "Randomness"
92
  },
93
  {
94
+ "name": "Discard Piles",
95
+ "file": "DiscardPiles"
96
  },
97
  {
98
+ "name": "Limited Resources",
99
+ "file": "LimitedResources"
100
  },
101
  {
102
+ "name": "Budgeted Action Points",
103
+ "file": "BudgetedActionPoints"
104
  },
105
  {
106
+ "name": "Limited Foresight",
107
+ "file": "LimitedForesight"
108
+ },
109
+ {
110
+ "name": "Tradeoffs",
111
+ "file": "Tradeoffs"
112
  },
113
  {
114
  "name": "Turn Taking",
115
  "file": "TurnTaking"
116
  },
117
  {
118
+ "name": "Irreversible Actions",
119
+ "file": "IrreversibleActions"
120
  },
121
  {
122
+ "name": "Limited Set of Actions",
123
+ "file": "LimitedSetofActions"
124
  },
125
  {
126
+ "name": "Predictable Consequences",
127
+ "file": "PredictableConsequences"
128
  },
129
  {
130
+ "name": "Right Level of Complexity",
131
+ "file": "RightLevelofComplexity"
132
  },
133
  {
134
+ "name": "Downtime",
135
+ "file": "Downtime"
136
  },
137
  {
138
+ "name": "Cognitive Immersion",
139
+ "file": "CognitiveImmersion"
140
  },
141
  {
142
+ "name": "Symmetric Information",
143
+ "file": "SymmetricInformation"
144
  }
145
  ],
146
  "pattern_id": "AnalysisParalysis",
147
  "playable_concept": "Not available yet",
148
  "metadata": {
149
+ "version": "1.2.2",
150
+ "date_processed": "2025-04-26",
151
  "source_file": "AnalysisParalysis.htm",
152
+ "converter_version": "1.2.2"
153
  }
154
  }
Anticipation.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Anticipation",
3
  "description": "The feeling of being able to predict future game events in the games to which one has emotional attachments.",
4
  "content": [
5
- "Many games allow player to anticipate possible future game events. However, players only feel [[Anticipation]] about these future events if they have some emotional investment, either that the future events are something that they planned and strived for or that the future events concern characters in a narrative structure that the players care for."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Anticipation]] can occur through [[Narrative Structures]] or the developing game state but both cases require [[Predictable Consequences]] and some form of specific [[Immersion]], most commonly [[Emotional Immersion]]. However, [[Anticipation]] can negatively affect [[Immersion]] in general as players have to abstractly predict the possible future events. One example where [[Anticipation]] can be created through [[Spatial Immersion]] is [[Game World Navigation]]. [[Cognitive Immersion]] can likewise give [[Anticipation]] when linked to foreseeing the completion of goals.",
@@ -51,81 +53,73 @@
51
  },
52
  "examples": [
53
  "The presence of traces in the environment of enemies in first-person shooters gives players a strong anticipation that combat will occur soon.",
54
- "Anticipation is common in roleplaying games when players have planned the development of their characters and they near points where the characters will advance."
55
  ],
56
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
57
  "pattern_links": [
58
  {
59
- "name": "Time Limits",
60
- "file": "TimeLimits"
61
- },
62
- {
63
- "name": "Analysis Paralysis",
64
- "file": "AnalysisParalysis"
65
  },
66
  {
67
- "name": "Downtime",
68
- "file": "Downtime"
69
  },
70
  {
71
- "name": "Betting",
72
- "file": "Betting"
73
  },
74
  {
75
- "name": "Emotional Immersion",
76
- "file": "EmotionalImmersion"
77
  },
78
  {
79
- "name": "Spatial Immersion",
80
- "file": "SpatialImmersion"
81
  },
82
  {
83
- "name": "Planned Character Development",
84
- "file": "PlannedCharacterDevelopment"
85
  },
86
  {
87
- "name": "Tension",
88
- "file": "Tension"
89
  },
90
  {
91
- "name": "Delayed Effects",
92
- "file": "DelayedEffects"
93
  },
94
  {
95
- "name": "Predictable Consequences",
96
- "file": "PredictableConsequences"
97
  },
98
  {
99
  "name": "Imperfect Information",
100
  "file": "ImperfectInformation"
101
  },
102
  {
103
- "name": "Ultra-Powerful Events",
104
- "file": "Ultra-PowerfulEvents"
105
- },
106
- {
107
- "name": "Turn Taking",
108
- "file": "TurnTaking"
109
  },
110
  {
111
- "name": "Cognitive Immersion",
112
- "file": "CognitiveImmersion"
113
  },
114
  {
115
- "name": "Anticipation",
116
- "file": "Anticipation"
117
  },
118
  {
119
- "name": "Player Defined Goals",
120
- "file": "PlayerDefinedGoals"
121
  },
122
  {
123
- "name": "Narrative Structures",
124
- "file": "NarrativeStructures"
125
  },
126
  {
127
- "name": "Hovering Closures",
128
- "file": "HoveringClosures"
129
  },
130
  {
131
  "name": "Surprises",
@@ -136,28 +130,32 @@
136
  "file": "Rewards"
137
  },
138
  {
139
- "name": "Near Miss Indicators",
140
- "file": "NearMissIndicators"
141
  },
142
  {
143
- "name": "Red Herrings",
144
- "file": "RedHerrings"
145
  },
146
  {
147
- "name": "Delayed Reciprocity",
148
- "file": "DelayedReciprocity"
149
  },
150
  {
151
- "name": "Betrayal",
152
- "file": "Betrayal"
 
 
 
 
153
  }
154
  ],
155
  "pattern_id": "Anticipation",
156
  "playable_concept": "Not available yet",
157
  "metadata": {
158
- "version": "1.2.1",
159
- "date_processed": "2025-04-24",
160
  "source_file": "Anticipation.htm",
161
- "converter_version": "1.2.1"
162
  }
163
  }
 
2
  "pattern_name": "Anticipation",
3
  "description": "The feeling of being able to predict future game events in the games to which one has emotional attachments.",
4
  "content": [
5
+ "Many games allow player to anticipate possible future game events. However, players only feel [[Anticipation]] about these future events if they have some emotional investment, either that the future events are something that they planned and strived for or that the future events concern characters in a narrative structure that the players care for.",
6
+ "Example: The presence of traces in the environment of enemies in first-person shooters gives players a strong anticipation that combat will occur soon.",
7
+ "Example: [[Anticipation]] is common in roleplaying games when players have planned the development of their characters and they near points where the characters will advance."
8
  ],
9
  "using_the_pattern": [
10
  "[[Anticipation]] can occur through [[Narrative Structures]] or the developing game state but both cases require [[Predictable Consequences]] and some form of specific [[Immersion]], most commonly [[Emotional Immersion]]. However, [[Anticipation]] can negatively affect [[Immersion]] in general as players have to abstractly predict the possible future events. One example where [[Anticipation]] can be created through [[Spatial Immersion]] is [[Game World Navigation]]. [[Cognitive Immersion]] can likewise give [[Anticipation]] when linked to foreseeing the completion of goals.",
 
53
  },
54
  "examples": [
55
  "The presence of traces in the environment of enemies in first-person shooters gives players a strong anticipation that combat will occur soon.",
56
+ "[[Anticipation]] is common in roleplaying games when players have planned the development of their characters and they near points where the characters will advance."
57
  ],
58
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
59
  "pattern_links": [
60
  {
61
+ "name": "Spatial Immersion",
62
+ "file": "SpatialImmersion"
 
 
 
 
63
  },
64
  {
65
+ "name": "Red Herrings",
66
+ "file": "RedHerrings"
67
  },
68
  {
69
+ "name": "Narrative Structures",
70
+ "file": "NarrativeStructures"
71
  },
72
  {
73
+ "name": "Hovering Closures",
74
+ "file": "HoveringClosures"
75
  },
76
  {
77
+ "name": "Tension",
78
+ "file": "Tension"
79
  },
80
  {
81
+ "name": "Player Defined Goals",
82
+ "file": "PlayerDefinedGoals"
83
  },
84
  {
85
+ "name": "Time Limits",
86
+ "file": "TimeLimits"
87
  },
88
  {
89
+ "name": "Near Miss Indicators",
90
+ "file": "NearMissIndicators"
91
  },
92
  {
93
+ "name": "Emotional Immersion",
94
+ "file": "EmotionalImmersion"
95
  },
96
  {
97
  "name": "Imperfect Information",
98
  "file": "ImperfectInformation"
99
  },
100
  {
101
+ "name": "Analysis Paralysis",
102
+ "file": "AnalysisParalysis"
 
 
 
 
103
  },
104
  {
105
+ "name": "Ultra-Powerful Events",
106
+ "file": "Ultra-PowerfulEvents"
107
  },
108
  {
109
+ "name": "Delayed Effects",
110
+ "file": "DelayedEffects"
111
  },
112
  {
113
+ "name": "Turn Taking",
114
+ "file": "TurnTaking"
115
  },
116
  {
117
+ "name": "Betting",
118
+ "file": "Betting"
119
  },
120
  {
121
+ "name": "Predictable Consequences",
122
+ "file": "PredictableConsequences"
123
  },
124
  {
125
  "name": "Surprises",
 
130
  "file": "Rewards"
131
  },
132
  {
133
+ "name": "Betrayal",
134
+ "file": "Betrayal"
135
  },
136
  {
137
+ "name": "Planned Character Development",
138
+ "file": "PlannedCharacterDevelopment"
139
  },
140
  {
141
+ "name": "Downtime",
142
+ "file": "Downtime"
143
  },
144
  {
145
+ "name": "Cognitive Immersion",
146
+ "file": "CognitiveImmersion"
147
+ },
148
+ {
149
+ "name": "Delayed Reciprocity",
150
+ "file": "DelayedReciprocity"
151
  }
152
  ],
153
  "pattern_id": "Anticipation",
154
  "playable_concept": "Not available yet",
155
  "metadata": {
156
+ "version": "1.2.2",
157
+ "date_processed": "2025-04-26",
158
  "source_file": "Anticipation.htm",
159
+ "converter_version": "1.2.2"
160
  }
161
  }
AreaControl.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Area Control",
3
  "description": "Being in control over who can move within an area in the game world, or having access to actions linked to locations in the game world.",
4
  "content": [
5
- "Games with a game board or game world can have the control of these as goals in their game. Besides being a goal in itself, control over areas in games can give access to otherwise unavailable actions and can make the use of actions and tactics easier."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The design of [[Area Control]] consists of how control is achieved and what effects the control gives. Control can either be due to direct or indirect actions. Direct actions consist of reach the area itself with a [[Focus Loci]], making it a [[Race]] to [[Traverse]] to the area. Often [[Contact]] with the area determines the winner, but the [[Contact]] may have to be an [[Extended Action]] to give [[Perceivable Margins]] and let other players try to [[Overcome]] the first claimer. Gaining [[Area Control]] due to indirect actions does not require players to have [[Focus Loci]] in the area but instead requires the use of [[Resources]] in [[Trading]] or [[Bidding]], alternatively being given the area as an effect of [[Luck]].",
@@ -62,166 +65,162 @@
62
  },
63
  "examples": [
64
  "one of the goals in Battlefield 1942 is to have control over flag points. This is done by teams by having sole presences in the area around the flag for a certain period of time.",
65
- "the goal of Go is to have as efficient Area Control as possible through so few stones as possible. Gameplay typically begins with claiming areas in the corners, which are most easy to defend, and then moving out along the sides to finally revolve around the center of the board.",
66
- "having implicit Area Control over the center of the game board in Chess is one of the main strategies in the game."
67
  ],
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
- "name": "Committed Goals",
72
- "file": "CommittedGoals"
73
- },
74
- {
75
- "name": "Traverse",
76
- "file": "Traverse"
77
- },
78
- {
79
- "name": "Supporting Goals",
80
- "file": "SupportingGoals"
81
- },
82
- {
83
- "name": "Movement Limitations",
84
- "file": "MovementLimitations"
85
- },
86
- {
87
- "name": "Reconnaissance",
88
- "file": "Reconnaissance"
89
  },
90
  {
91
- "name": "Tradeoffs",
92
- "file": "Tradeoffs"
93
  },
94
  {
95
- "name": "Emotional Immersion",
96
- "file": "EmotionalImmersion"
97
  },
98
  {
99
- "name": "Strategic Locations",
100
- "file": "StrategicLocations"
101
  },
102
  {
103
- "name": "Goal Points",
104
- "file": "GoalPoints"
105
  },
106
  {
107
- "name": "Game State Overview",
108
- "file": "GameStateOverview"
109
  },
110
  {
111
- "name": "Extended Actions",
112
- "file": "ExtendedActions"
113
  },
114
  {
115
- "name": "Risk/Reward",
116
- "file": "RiskReward"
117
  },
118
  {
119
- "name": "Gain Ownership",
120
- "file": "GainOwnership"
121
  },
122
  {
123
  "name": "Controllers",
124
  "file": "Controllers"
125
  },
126
  {
127
- "name": "Game World",
128
- "file": "GameWorld"
129
  },
130
  {
131
- "name": "Transfer of Control",
132
- "file": "TransferofControl"
133
  },
134
  {
135
- "name": "Trading",
136
- "file": "Trading"
137
  },
138
  {
139
  "name": "Ownership",
140
  "file": "Ownership"
141
  },
142
  {
143
- "name": "Selectable Sets of Goals",
144
- "file": "SelectableSetsofGoals"
145
  },
146
  {
147
- "name": "Attention Swapping",
148
- "file": "AttentionSwapping"
149
  },
150
  {
151
- "name": "Team Play",
152
- "file": "TeamPlay"
153
  },
154
  {
155
- "name": "Bidding",
156
- "file": "Bidding"
157
  },
158
  {
159
- "name": "Combat",
160
- "file": "Combat"
161
  },
162
  {
163
- "name": "Race",
164
- "file": "Race"
165
  },
166
  {
167
- "name": "Rewards",
168
- "file": "Rewards"
169
  },
170
  {
171
- "name": "Stealth",
172
- "file": "Stealth"
173
  },
174
  {
175
  "name": "Resources",
176
  "file": "Resources"
177
  },
178
  {
179
- "name": "Focus Loci",
180
- "file": "FocusLoci"
181
  },
182
  {
183
  "name": "Privileged Abilities",
184
  "file": "PrivilegedAbilities"
185
  },
186
  {
187
- "name": "Producers",
188
- "file": "Producers"
189
  },
190
  {
191
- "name": "Interferable Goals",
192
- "file": "InterferableGoals"
193
  },
194
  {
195
- "name": "Strategic Knowledge",
196
- "file": "StrategicKnowledge"
197
  },
198
  {
199
- "name": "Area Control",
200
- "file": "AreaControl"
201
  },
202
  {
203
- "name": "Overcome",
204
- "file": "Overcome"
205
  },
206
  {
207
- "name": "Continuous Goals",
208
- "file": "ContinuousGoals"
209
  },
210
  {
211
- "name": "Penalties",
212
- "file": "Penalties"
213
  },
214
  {
215
- "name": "Contact",
216
- "file": "Contact"
 
 
 
 
 
 
 
 
 
 
 
 
217
  }
218
  ],
219
  "pattern_id": "AreaControl",
220
  "playable_concept": "Not available yet",
221
  "metadata": {
222
- "version": "1.2.1",
223
- "date_processed": "2025-04-24",
224
  "source_file": "AreaControl.htm",
225
- "converter_version": "1.2.1"
226
  }
227
  }
 
2
  "pattern_name": "Area Control",
3
  "description": "Being in control over who can move within an area in the game world, or having access to actions linked to locations in the game world.",
4
  "content": [
5
+ "Games with a game board or game world can have the control of these as goals in their game. Besides being a goal in itself, control over areas in games can give access to otherwise unavailable actions and can make the use of actions and tactics easier.",
6
+ "Example: one of the goals in Battlefield 1942 is to have control over flag points. This is done by teams by having sole presences in the area around the flag for a certain period of time.",
7
+ "Example: the goal of Go is to have as efficient [[Area Control]] as possible through so few stones as possible. Gameplay typically begins with claiming areas in the corners, which are most easy to defend, and then moving out along the sides to finally revolve around the center of the board.",
8
+ "Example: having implicit [[Area Control]] over the center of the game board in Chess is one of the main strategies in the game."
9
  ],
10
  "using_the_pattern": [
11
  "The design of [[Area Control]] consists of how control is achieved and what effects the control gives. Control can either be due to direct or indirect actions. Direct actions consist of reach the area itself with a [[Focus Loci]], making it a [[Race]] to [[Traverse]] to the area. Often [[Contact]] with the area determines the winner, but the [[Contact]] may have to be an [[Extended Action]] to give [[Perceivable Margins]] and let other players try to [[Overcome]] the first claimer. Gaining [[Area Control]] due to indirect actions does not require players to have [[Focus Loci]] in the area but instead requires the use of [[Resources]] in [[Trading]] or [[Bidding]], alternatively being given the area as an effect of [[Luck]].",
 
65
  },
66
  "examples": [
67
  "one of the goals in Battlefield 1942 is to have control over flag points. This is done by teams by having sole presences in the area around the flag for a certain period of time.",
68
+ "the goal of Go is to have as efficient [[Area Control]] as possible through so few stones as possible. Gameplay typically begins with claiming areas in the corners, which are most easy to defend, and then moving out along the sides to finally revolve around the center of the board.",
69
+ "having implicit [[Area Control]] over the center of the game board in Chess is one of the main strategies in the game."
70
  ],
71
  "label": "8. Actions and Events Patterns",
72
  "pattern_links": [
73
  {
74
+ "name": "Contact",
75
+ "file": "Contact"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
76
  },
77
  {
78
+ "name": "Risk/Reward",
79
+ "file": "RiskReward"
80
  },
81
  {
82
+ "name": "Combat",
83
+ "file": "Combat"
84
  },
85
  {
86
+ "name": "Game State Overview",
87
+ "file": "GameStateOverview"
88
  },
89
  {
90
+ "name": "Stealth",
91
+ "file": "Stealth"
92
  },
93
  {
94
+ "name": "Continuous Goals",
95
+ "file": "ContinuousGoals"
96
  },
97
  {
98
+ "name": "Overcome",
99
+ "file": "Overcome"
100
  },
101
  {
102
+ "name": "Reconnaissance",
103
+ "file": "Reconnaissance"
104
  },
105
  {
106
+ "name": "Focus Loci",
107
+ "file": "FocusLoci"
108
  },
109
  {
110
  "name": "Controllers",
111
  "file": "Controllers"
112
  },
113
  {
114
+ "name": "Interferable Goals",
115
+ "file": "InterferableGoals"
116
  },
117
  {
118
+ "name": "Penalties",
119
+ "file": "Penalties"
120
  },
121
  {
122
+ "name": "Committed Goals",
123
+ "file": "CommittedGoals"
124
  },
125
  {
126
  "name": "Ownership",
127
  "file": "Ownership"
128
  },
129
  {
130
+ "name": "Extended Actions",
131
+ "file": "ExtendedActions"
132
  },
133
  {
134
+ "name": "Trading",
135
+ "file": "Trading"
136
  },
137
  {
138
+ "name": "Strategic Knowledge",
139
+ "file": "StrategicKnowledge"
140
  },
141
  {
142
+ "name": "Gain Ownership",
143
+ "file": "GainOwnership"
144
  },
145
  {
146
+ "name": "Traverse",
147
+ "file": "Traverse"
148
  },
149
  {
150
+ "name": "Movement Limitations",
151
+ "file": "MovementLimitations"
152
  },
153
  {
154
+ "name": "Emotional Immersion",
155
+ "file": "EmotionalImmersion"
156
  },
157
  {
158
+ "name": "Strategic Locations",
159
+ "file": "StrategicLocations"
160
  },
161
  {
162
  "name": "Resources",
163
  "file": "Resources"
164
  },
165
  {
166
+ "name": "Tradeoffs",
167
+ "file": "Tradeoffs"
168
  },
169
  {
170
  "name": "Privileged Abilities",
171
  "file": "PrivilegedAbilities"
172
  },
173
  {
174
+ "name": "Attention Swapping",
175
+ "file": "AttentionSwapping"
176
  },
177
  {
178
+ "name": "Selectable Sets of Goals",
179
+ "file": "SelectableSetsofGoals"
180
  },
181
  {
182
+ "name": "Goal Points",
183
+ "file": "GoalPoints"
184
  },
185
  {
186
+ "name": "Race",
187
+ "file": "Race"
188
  },
189
  {
190
+ "name": "Team Play",
191
+ "file": "TeamPlay"
192
  },
193
  {
194
+ "name": "Bidding",
195
+ "file": "Bidding"
196
  },
197
  {
198
+ "name": "Supporting Goals",
199
+ "file": "SupportingGoals"
200
  },
201
  {
202
+ "name": "Transfer of Control",
203
+ "file": "TransferofControl"
204
+ },
205
+ {
206
+ "name": "Rewards",
207
+ "file": "Rewards"
208
+ },
209
+ {
210
+ "name": "Producers",
211
+ "file": "Producers"
212
+ },
213
+ {
214
+ "name": "Game World",
215
+ "file": "GameWorld"
216
  }
217
  ],
218
  "pattern_id": "AreaControl",
219
  "playable_concept": "Not available yet",
220
  "metadata": {
221
+ "version": "1.2.2",
222
+ "date_processed": "2025-04-26",
223
  "source_file": "AreaControl.htm",
224
+ "converter_version": "1.2.2"
225
  }
226
  }
ArithmeticRewardsforInvestments.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Arithmetic Rewards for Investments",
3
  "description": "The possible rewards have a linear relationship to the investments, that is, if the investment is double, the comparable reward is doubled.",
4
  "content": [
5
- "[[Arithmetic Rewards for Investments]] are those rewards in game that are directly proportional with the resources used to gain them. As long as requirements of minimum and maximum investments are met, [[Arithmetic Rewards for Investments]] allow players to split resources into several smaller investments rather than one large investment with no other penalty than maybe not receiving all rewards at the same time."
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Arithmetic Rewards for Investments]] use linear functions between the [[Resources]] and [[Rewards]] of [[Investments]] and are thereby incompatible with [[Geometric Rewards for Investments]] and [[Diminishing Returns]]. They make the planning of the [[Investments]] straightforward as there is no real incentive for hoarding the [[Resources]] before investing. As the [[Investments]] can be done in smaller chunks and do not represent so great [[Risk/Reward]] choices they give players a [[Freedom of Choice]] how to make [[Investments]]. The ease of understanding the [[Rewards]] received from [[Arithmetic Rewards for Investments]] makes them have [[Predictable Consequences]], both for the players who are making the [[Investments]] and those observing the [[Investments]] being made."
@@ -31,53 +32,49 @@
31
  ]
32
  },
33
  "examples": [
34
- "the unit construction in strategy games is often based on Arithmetic Rewards for Investments. If it costs 100 production points to construct a tank, it costs 200 points to construct two tanks, 300 points to construct three tanks, and so on."
35
  ],
36
  "label": "6. Game Design Patterns for Resource and Resource Management",
37
  "pattern_links": [
38
  {
39
- "name": "Rewards",
40
- "file": "Rewards"
41
- },
42
- {
43
- "name": "Diminishing Returns",
44
- "file": "DiminishingReturns"
45
- },
46
- {
47
- "name": "Time Limits",
48
- "file": "TimeLimits"
49
  },
50
  {
51
- "name": "Geometric Rewards for Investments",
52
- "file": "GeometricRewardsforInvestments"
53
  },
54
  {
55
  "name": "Investments",
56
  "file": "Investments"
57
  },
58
  {
59
- "name": "Arithmetic Rewards for Investments",
60
- "file": "ArithmeticRewardsforInvestments"
 
 
 
 
61
  },
62
  {
63
  "name": "Freedom of Choice",
64
  "file": "FreedomofChoice"
65
  },
66
  {
67
- "name": "Risk/Reward",
68
- "file": "RiskReward"
69
  },
70
  {
71
- "name": "Predictable Consequences",
72
- "file": "PredictableConsequences"
73
  }
74
  ],
75
  "pattern_id": "ArithmeticRewardsforInvestments",
76
  "playable_concept": "Not available yet",
77
  "metadata": {
78
- "version": "1.2.1",
79
- "date_processed": "2025-04-24",
80
  "source_file": "ArithmeticRewardsforInvestments.htm",
81
- "converter_version": "1.2.1"
82
  }
83
  }
 
2
  "pattern_name": "Arithmetic Rewards for Investments",
3
  "description": "The possible rewards have a linear relationship to the investments, that is, if the investment is double, the comparable reward is doubled.",
4
  "content": [
5
+ "[[Arithmetic Rewards for Investments]] are those rewards in game that are directly proportional with the resources used to gain them. As long as requirements of minimum and maximum investments are met, [[Arithmetic Rewards for Investments]] allow players to split resources into several smaller investments rather than one large investment with no other penalty than maybe not receiving all rewards at the same time.",
6
+ "Example: the unit construction in strategy games is often based on [[Arithmetic Rewards for Investments]]. If it costs 100 production points to construct a tank, it costs 200 points to construct two tanks, 300 points to construct three tanks, and so on."
7
  ],
8
  "using_the_pattern": [
9
  "[[Arithmetic Rewards for Investments]] use linear functions between the [[Resources]] and [[Rewards]] of [[Investments]] and are thereby incompatible with [[Geometric Rewards for Investments]] and [[Diminishing Returns]]. They make the planning of the [[Investments]] straightforward as there is no real incentive for hoarding the [[Resources]] before investing. As the [[Investments]] can be done in smaller chunks and do not represent so great [[Risk/Reward]] choices they give players a [[Freedom of Choice]] how to make [[Investments]]. The ease of understanding the [[Rewards]] received from [[Arithmetic Rewards for Investments]] makes them have [[Predictable Consequences]], both for the players who are making the [[Investments]] and those observing the [[Investments]] being made."
 
32
  ]
33
  },
34
  "examples": [
35
+ "the unit construction in strategy games is often based on [[Arithmetic Rewards for Investments]]. If it costs 100 production points to construct a tank, it costs 200 points to construct two tanks, 300 points to construct three tanks, and so on."
36
  ],
37
  "label": "6. Game Design Patterns for Resource and Resource Management",
38
  "pattern_links": [
39
  {
40
+ "name": "Predictable Consequences",
41
+ "file": "PredictableConsequences"
 
 
 
 
 
 
 
 
42
  },
43
  {
44
+ "name": "Risk/Reward",
45
+ "file": "RiskReward"
46
  },
47
  {
48
  "name": "Investments",
49
  "file": "Investments"
50
  },
51
  {
52
+ "name": "Rewards",
53
+ "file": "Rewards"
54
+ },
55
+ {
56
+ "name": "Time Limits",
57
+ "file": "TimeLimits"
58
  },
59
  {
60
  "name": "Freedom of Choice",
61
  "file": "FreedomofChoice"
62
  },
63
  {
64
+ "name": "Diminishing Returns",
65
+ "file": "DiminishingReturns"
66
  },
67
  {
68
+ "name": "Geometric Rewards for Investments",
69
+ "file": "GeometricRewardsforInvestments"
70
  }
71
  ],
72
  "pattern_id": "ArithmeticRewardsforInvestments",
73
  "playable_concept": "Not available yet",
74
  "metadata": {
75
+ "version": "1.2.2",
76
+ "date_processed": "2025-04-26",
77
  "source_file": "ArithmeticRewardsforInvestments.htm",
78
+ "converter_version": "1.2.2"
79
  }
80
  }
AsymmetricAbilities.json CHANGED
@@ -3,7 +3,12 @@
3
  "description": "Players, or game elements, do not all have the same actions available.",
4
  "content": [
5
  "When not all players have the same actions available, they have [[Asymmetric Abilities]]. This makes the game more complex in one sense, as more types of actions need to be considered when visualizing future game states, but also makes the experiences of playing the game depend on what role a player has.",
6
- "[[Asymmetric Abilities]] can also exist between the game elements under a player's control. In this case, the variety of actions available gives players more opportunities to create different tactics and increases the value of each game element as losing all elements that have an ability means that the ability is lost to the player."
 
 
 
 
 
7
  ],
8
  "using_the_pattern": [
9
  "The primary reasons for using [[Asymmetric Abilities]] are usually to provide [[Varied Gameplay]] or to support [[Asymmetric Goals]]. In [[Multiplayer Games]], this is expanded with the reasons of promoting [[Team Play]] and [[Social Organizations]] (as the division of labor is one characteristic of civilizations). [[Asymmetric Abilities]] can either be explicit or implicit in games.",
@@ -56,115 +61,111 @@
56
  "examples": [
57
  "The pieces of one type in Chess have asymmetrical movement abilities compared to all other types.",
58
  "Fox & Geese gives the two players different abilities but one player has a single piece that can capture the opponent's pieces while the other player has many pieces that can only move.",
59
- "Roleplaying games and class-based multiplayer first-person shooters encourage co-operation between players by giving them Asymmetric Abilities that can be put to most efficient use by coordinating actions.",
60
  "The card game Citadels lets players have different roles every turn where each role has different special abilities.",
61
  "The board game Space Hulk has one player controlling a few space marines with guns under time pressure that do not get reinforcement in conflict with a player controlling many genestealers that can only fight in close combat but continuously get reinforcements and whose numbers are not exactly known the other player."
62
  ],
63
  "label": "8. Actions and Events Patterns",
64
  "pattern_links": [
65
  {
66
- "name": "Varied Gameplay",
67
- "file": "VariedGameplay"
68
- },
69
- {
70
- "name": "Communication Channels",
71
- "file": "CommunicationChannels"
72
  },
73
  {
74
- "name": "Asymmetric Information",
75
- "file": "AsymmetricInformation"
76
  },
77
  {
78
- "name": "Player Balance",
79
- "file": "PlayerBalance"
80
  },
81
  {
82
- "name": "Tournaments",
83
- "file": "Tournaments"
84
  },
85
  {
86
- "name": "Balancing Effects",
87
- "file": "BalancingEffects"
88
  },
89
  {
90
- "name": "Paper-Rock-Scissors",
91
- "file": "Paper-Rock-Scissors"
92
  },
93
  {
94
- "name": "Asymmetric Abilities",
95
- "file": "AsymmetricAbilities"
96
  },
97
  {
98
- "name": "Collaborative Actions",
99
- "file": "CollaborativeActions"
100
  },
101
  {
102
- "name": "Gain Competence",
103
- "file": "GainCompetence"
104
  },
105
  {
106
- "name": "Fog of War",
107
- "file": "FogofWar"
108
  },
109
  {
110
- "name": "Replayability",
111
- "file": "Replayability"
112
  },
113
  {
114
- "name": "Symmetry",
115
- "file": "Symmetry"
116
  },
117
  {
118
- "name": "Team Development",
119
- "file": "TeamDevelopment"
120
  },
121
  {
122
- "name": "Turn-Based Games",
123
- "file": "Turn-BasedGames"
124
  },
125
  {
126
- "name": "Team Play",
127
- "file": "TeamPlay"
128
  },
129
  {
130
- "name": "Asymmetric Goals",
131
- "file": "AsymmetricGoals"
132
  },
133
  {
134
- "name": "Game Mastery",
135
- "file": "GameMastery"
136
  },
137
  {
138
- "name": "Negotiation",
139
- "file": "Negotiation"
140
  },
141
  {
142
- "name": "Social Organizations",
143
- "file": "SocialOrganizations"
144
  },
145
  {
146
- "name": "Orthogonal Unit Differentiation",
147
- "file": "OrthogonalUnitDifferentiation"
148
  },
149
  {
150
- "name": "Privileged Abilities",
151
- "file": "PrivilegedAbilities"
152
  },
153
  {
154
- "name": "Freedom of Choice",
155
- "file": "FreedomofChoice"
156
  },
157
  {
158
- "name": "Constructive Play",
159
- "file": "ConstructivePlay"
160
  }
161
  ],
162
  "pattern_id": "AsymmetricAbilities",
163
  "playable_concept": "Not available yet",
164
  "metadata": {
165
- "version": "1.2.1",
166
- "date_processed": "2025-04-24",
167
  "source_file": "AsymmetricAbilities.htm",
168
- "converter_version": "1.2.1"
169
  }
170
  }
 
3
  "description": "Players, or game elements, do not all have the same actions available.",
4
  "content": [
5
  "When not all players have the same actions available, they have [[Asymmetric Abilities]]. This makes the game more complex in one sense, as more types of actions need to be considered when visualizing future game states, but also makes the experiences of playing the game depend on what role a player has.",
6
+ "[[Asymmetric Abilities]] can also exist between the game elements under a player's control. In this case, the variety of actions available gives players more opportunities to create different tactics and increases the value of each game element as losing all elements that have an ability means that the ability is lost to the player.",
7
+ "Example: The pieces of one type in Chess have asymmetrical movement abilities compared to all other types.",
8
+ "Example: Fox & Geese gives the two players different abilities but one player has a single piece that can capture the opponent's pieces while the other player has many pieces that can only move.",
9
+ "Example: Roleplaying games and class-based multiplayer first-person shooters encourage co-operation between players by giving them [[Asymmetric Abilities]] that can be put to most efficient use by coordinating actions.",
10
+ "Example: The card game Citadels lets players have different roles every turn where each role has different special abilities.",
11
+ "Example: The board game Space Hulk has one player controlling a few space marines with guns under time pressure that do not get reinforcement in conflict with a player controlling many genestealers that can only fight in close combat but continuously get reinforcements and whose numbers are not exactly known the other player."
12
  ],
13
  "using_the_pattern": [
14
  "The primary reasons for using [[Asymmetric Abilities]] are usually to provide [[Varied Gameplay]] or to support [[Asymmetric Goals]]. In [[Multiplayer Games]], this is expanded with the reasons of promoting [[Team Play]] and [[Social Organizations]] (as the division of labor is one characteristic of civilizations). [[Asymmetric Abilities]] can either be explicit or implicit in games.",
 
61
  "examples": [
62
  "The pieces of one type in Chess have asymmetrical movement abilities compared to all other types.",
63
  "Fox & Geese gives the two players different abilities but one player has a single piece that can capture the opponent's pieces while the other player has many pieces that can only move.",
64
+ "Roleplaying games and class-based multiplayer first-person shooters encourage co-operation between players by giving them [[Asymmetric Abilities]] that can be put to most efficient use by coordinating actions.",
65
  "The card game Citadels lets players have different roles every turn where each role has different special abilities.",
66
  "The board game Space Hulk has one player controlling a few space marines with guns under time pressure that do not get reinforcement in conflict with a player controlling many genestealers that can only fight in close combat but continuously get reinforcements and whose numbers are not exactly known the other player."
67
  ],
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
+ "name": "Social Organizations",
72
+ "file": "SocialOrganizations"
 
 
 
 
73
  },
74
  {
75
+ "name": "Negotiation",
76
+ "file": "Negotiation"
77
  },
78
  {
79
+ "name": "Paper-Rock-Scissors",
80
+ "file": "Paper-Rock-Scissors"
81
  },
82
  {
83
+ "name": "Freedom of Choice",
84
+ "file": "FreedomofChoice"
85
  },
86
  {
87
+ "name": "Asymmetric Goals",
88
+ "file": "AsymmetricGoals"
89
  },
90
  {
91
+ "name": "Constructive Play",
92
+ "file": "ConstructivePlay"
93
  },
94
  {
95
+ "name": "Game Mastery",
96
+ "file": "GameMastery"
97
  },
98
  {
99
+ "name": "Symmetry",
100
+ "file": "Symmetry"
101
  },
102
  {
103
+ "name": "Varied Gameplay",
104
+ "file": "VariedGameplay"
105
  },
106
  {
107
+ "name": "Tournaments",
108
+ "file": "Tournaments"
109
  },
110
  {
111
+ "name": "Player Balance",
112
+ "file": "PlayerBalance"
113
  },
114
  {
115
+ "name": "Orthogonal Unit Differentiation",
116
+ "file": "OrthogonalUnitDifferentiation"
117
  },
118
  {
119
+ "name": "Fog of War",
120
+ "file": "FogofWar"
121
  },
122
  {
123
+ "name": "Privileged Abilities",
124
+ "file": "PrivilegedAbilities"
125
  },
126
  {
127
+ "name": "Replayability",
128
+ "file": "Replayability"
129
  },
130
  {
131
+ "name": "Balancing Effects",
132
+ "file": "BalancingEffects"
133
  },
134
  {
135
+ "name": "Team Play",
136
+ "file": "TeamPlay"
137
  },
138
  {
139
+ "name": "Gain Competence",
140
+ "file": "GainCompetence"
141
  },
142
  {
143
+ "name": "Communication Channels",
144
+ "file": "CommunicationChannels"
145
  },
146
  {
147
+ "name": "Asymmetric Information",
148
+ "file": "AsymmetricInformation"
149
  },
150
  {
151
+ "name": "Turn-Based Games",
152
+ "file": "Turn-BasedGames"
153
  },
154
  {
155
+ "name": "Collaborative Actions",
156
+ "file": "CollaborativeActions"
157
  },
158
  {
159
+ "name": "Team Development",
160
+ "file": "TeamDevelopment"
161
  }
162
  ],
163
  "pattern_id": "AsymmetricAbilities",
164
  "playable_concept": "Not available yet",
165
  "metadata": {
166
+ "version": "1.2.2",
167
+ "date_processed": "2025-04-26",
168
  "source_file": "AsymmetricAbilities.htm",
169
+ "converter_version": "1.2.2"
170
  }
171
  }
AsymmetricGoals.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Asymmetric Goals",
3
  "description": "Players have structurally different goals requiring different tactics and actions.",
4
  "content": [
5
- "Some games have goals that belong to the same categories, for example winning conditions, but differ from each other by requiring players to have fundamentally different tactics and strategies in regard to what actions should be taken. These goals can be described as asymmetric and cannot be transformed into each other without changing the structure of the goal definitions. Thus, [[Asymmetric Goals]] cannot simply be expressed as different goals, for example \"gather all blue stones\" and \"gather all red stones,\" but require goal states defined by using different categories of actions and components."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Asymmetric Goals]] can be difficult to balance due to the lack of a simple symmetry; this can be mitigated by using [[Paper-Rock-Scissor]] relations between the goals or by implementing [[Role Reversal]] to exchange the goals between players as soon as one of the [[Asymmetric Goals]] has been reached. However, goals can also be qualitatively different and be supported by giving players [[Asymmetric Abilities]] that are suited for the goals they have.",
@@ -36,62 +39,58 @@
36
  },
37
  "examples": [
38
  "In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.",
39
- "The collectable card game Illuminati: New World Order does have Symmetric Goals that all players have, but the game also allows individual players to have secret goal cards, which promote radically different goals, creating an additional set of Asymmetric Goals between the players.",
40
- "The board game Space Hulk provides players with many low-level Asymmetric Goals by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat."
41
  ],
42
  "label": "12. Game Design Patterns for Goal Structures",
43
  "pattern_links": [
44
  {
45
- "name": "Symmetric Goals",
46
- "file": "SymmetricGoals"
47
- },
48
- {
49
- "name": "Varied Gameplay",
50
- "file": "VariedGameplay"
51
  },
52
  {
53
- "name": "Asymmetric Abilities",
54
- "file": "AsymmetricAbilities"
55
  },
56
  {
57
- "name": "Preventing Goals",
58
- "file": "PreventingGoals"
59
  },
60
  {
61
  "name": "Competition",
62
  "file": "Competition"
63
  },
64
  {
65
- "name": "Role Reversal",
66
- "file": "RoleReversal"
67
- },
68
- {
69
- "name": "Freedom of Choice",
70
- "file": "FreedomofChoice"
71
  },
72
  {
73
  "name": "Paper-Rock-Scissors",
74
  "file": "Paper-Rock-Scissors"
75
  },
76
  {
77
- "name": "Player Balance",
78
- "file": "PlayerBalance"
79
  },
80
  {
81
- "name": "Asymmetric Goals",
82
- "file": "AsymmetricGoals"
83
  },
84
  {
85
  "name": "Replayability",
86
  "file": "Replayability"
 
 
 
 
87
  }
88
  ],
89
  "pattern_id": "AsymmetricGoals",
90
  "playable_concept": "Not available yet",
91
  "metadata": {
92
- "version": "1.2.1",
93
- "date_processed": "2025-04-24",
94
  "source_file": "AsymmetricGoals.htm",
95
- "converter_version": "1.2.1"
96
  }
97
  }
 
2
  "pattern_name": "Asymmetric Goals",
3
  "description": "Players have structurally different goals requiring different tactics and actions.",
4
  "content": [
5
+ "Some games have goals that belong to the same categories, for example winning conditions, but differ from each other by requiring players to have fundamentally different tactics and strategies in regard to what actions should be taken. These goals can be described as asymmetric and cannot be transformed into each other without changing the structure of the goal definitions. Thus, [[Asymmetric Goals]] cannot simply be expressed as different goals, for example \"gather all blue stones\" and \"gather all red stones,\" but require goal states defined by using different categories of actions and components.",
6
+ "Example: In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.",
7
+ "Example: The collectable card game Illuminati: New World Order does have [[Symmetric Goals]] that all players have, but the game also allows individual players to have secret goal cards, which promote radically different goals, creating an additional set of [[Asymmetric Goals]] between the players.",
8
+ "Example: The board game Space Hulk provides players with many low-level [[Asymmetric Goals]] by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat."
9
  ],
10
  "using_the_pattern": [
11
  "[[Asymmetric Goals]] can be difficult to balance due to the lack of a simple symmetry; this can be mitigated by using [[Paper-Rock-Scissor]] relations between the goals or by implementing [[Role Reversal]] to exchange the goals between players as soon as one of the [[Asymmetric Goals]] has been reached. However, goals can also be qualitatively different and be supported by giving players [[Asymmetric Abilities]] that are suited for the goals they have.",
 
39
  },
40
  "examples": [
41
  "In the children's game Tag, the chaser has the goal of catching another player, while the other players try to avoid the chaser, making the goals asymmetric.",
42
+ "The collectable card game Illuminati: New World Order does have [[Symmetric Goals]] that all players have, but the game also allows individual players to have secret goal cards, which promote radically different goals, creating an additional set of [[Asymmetric Goals]] between the players.",
43
+ "The board game Space Hulk provides players with many low-level [[Asymmetric Goals]] by matching slow-moving space marines, which have ranged weapons, against fast-moving aliens, which can only fight in close combat."
44
  ],
45
  "label": "12. Game Design Patterns for Goal Structures",
46
  "pattern_links": [
47
  {
48
+ "name": "Role Reversal",
49
+ "file": "RoleReversal"
 
 
 
 
50
  },
51
  {
52
+ "name": "Player Balance",
53
+ "file": "PlayerBalance"
54
  },
55
  {
56
+ "name": "Symmetric Goals",
57
+ "file": "SymmetricGoals"
58
  },
59
  {
60
  "name": "Competition",
61
  "file": "Competition"
62
  },
63
  {
64
+ "name": "Preventing Goals",
65
+ "file": "PreventingGoals"
 
 
 
 
66
  },
67
  {
68
  "name": "Paper-Rock-Scissors",
69
  "file": "Paper-Rock-Scissors"
70
  },
71
  {
72
+ "name": "Freedom of Choice",
73
+ "file": "FreedomofChoice"
74
  },
75
  {
76
+ "name": "Varied Gameplay",
77
+ "file": "VariedGameplay"
78
  },
79
  {
80
  "name": "Replayability",
81
  "file": "Replayability"
82
+ },
83
+ {
84
+ "name": "Asymmetric Abilities",
85
+ "file": "AsymmetricAbilities"
86
  }
87
  ],
88
  "pattern_id": "AsymmetricGoals",
89
  "playable_concept": "Not available yet",
90
  "metadata": {
91
+ "version": "1.2.2",
92
+ "date_processed": "2025-04-26",
93
  "source_file": "AsymmetricGoals.htm",
94
+ "converter_version": "1.2.2"
95
  }
96
  }
AsymmetricInformation.json CHANGED
@@ -4,7 +4,9 @@
4
  "content": [
5
  "Asymmetries of information are very widespread in all kinds of multiplayer games. The most common situation is that every player has private information that is hidden from the other players. This kind of private information is often related to ownership, for example, the player \"owns\" his card hand in Poker. This kind of private information, however, can also be used on game components where there is no sense of ownership, such as game events and specific locations.",
6
  "[[Asymmetric Information]] does not have to be balanced between the players as in Poker and other card games with private information. One of the simplest examples of this kind of asymmetry is MasterMind, the classic family game by Pressman Toy Corp., where one of the players, the codemaker, sets up a secret code, which the other player tries to break. The codemaker has [[Perfect Information]] of the game state while the player trying to break the code has only access to the codemaker's clues given during gameplay. The same principle is used in popular quiz and guessing games, such as Alias, where one of the players knows the answer and the other players try to guess it from the clues provided by the player. These games are often based also on[[Indirect Information]] in such a way that the player cannot reveal the information directly but has to apply some other means of communication.",
7
- "[[Asymmetric Information]] can, like other information patterns, govern not only information available about game elements but also about other players' goals, abilities, and even end conditions and evaluation functions of the game."
 
 
8
  ],
9
  "using_the_pattern": [
10
  "[[Asymmetric Information]] requires that at least one of the players has [[Imperfect Information]] about the game state. Common examples of this are [[Card Hands]] in card games. Another typical example of this can be when goals in the game are known to some of the players but are [[Unknown Goals]] to others. This is possible even for [[Predefined Goals]], if the goals are randomly or secretly distributed to the individual players. [[Asymmetric Information]] can make [[Resources]] into [[Secret Resources]], and as [[Card Hands]] show, this does not have to depend on information about where the [[Resource]] is physically but can also be about the information contained in the [[Resource]].",
@@ -47,64 +49,64 @@
47
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
48
  "pattern_links": [
49
  {
50
- "name": "Asymmetric Abilities",
51
- "file": "AsymmetricAbilities"
52
- },
53
- {
54
- "name": "Secret Alliances",
55
- "file": "SecretAlliances"
56
- },
57
- {
58
- "name": "Perfect Information",
59
- "file": "PerfectInformation"
60
- },
61
- {
62
- "name": "Card Hands",
63
- "file": "CardHands"
64
  },
65
  {
66
- "name": "Negotiation",
67
- "file": "Negotiation"
68
  },
69
  {
70
  "name": "Predefined Goals",
71
  "file": "PredefinedGoals"
72
  },
73
  {
74
- "name": "Unknown Goals",
75
- "file": "UnknownGoals"
76
  },
77
  {
78
- "name": "Secret Resources",
79
- "file": "SecretResources"
80
  },
81
  {
82
- "name": "Bidding",
83
- "file": "Bidding"
 
 
 
 
84
  },
85
  {
86
  "name": "Betrayal",
87
  "file": "Betrayal"
88
  },
 
 
 
 
89
  {
90
  "name": "Bluffing",
91
  "file": "Bluffing"
92
  },
93
  {
94
- "name": "Conceal",
95
- "file": "Conceal"
96
  },
97
  {
98
- "name": "Gain Information",
99
- "file": "GainInformation"
 
 
 
 
100
  }
101
  ],
102
  "pattern_id": "AsymmetricInformation",
103
  "playable_concept": "Not available yet",
104
  "metadata": {
105
- "version": "1.2.1",
106
- "date_processed": "2025-04-24",
107
  "source_file": "AsymmetricInformation.htm",
108
- "converter_version": "1.2.1"
109
  }
110
  }
 
4
  "content": [
5
  "Asymmetries of information are very widespread in all kinds of multiplayer games. The most common situation is that every player has private information that is hidden from the other players. This kind of private information is often related to ownership, for example, the player \"owns\" his card hand in Poker. This kind of private information, however, can also be used on game components where there is no sense of ownership, such as game events and specific locations.",
6
  "[[Asymmetric Information]] does not have to be balanced between the players as in Poker and other card games with private information. One of the simplest examples of this kind of asymmetry is MasterMind, the classic family game by Pressman Toy Corp., where one of the players, the codemaker, sets up a secret code, which the other player tries to break. The codemaker has [[Perfect Information]] of the game state while the player trying to break the code has only access to the codemaker's clues given during gameplay. The same principle is used in popular quiz and guessing games, such as Alias, where one of the players knows the answer and the other players try to guess it from the clues provided by the player. These games are often based also on[[Indirect Information]] in such a way that the player cannot reveal the information directly but has to apply some other means of communication.",
7
+ "[[Asymmetric Information]] can, like other information patterns, govern not only information available about game elements but also about other players' goals, abilities, and even end conditions and evaluation functions of the game.",
8
+ "Example: In Pictionary, players take turns drawing pictures and the other player tries to guess the word or concept correctly without verbal communication from the player drawing. Alias uses the same principle, but the player tries to explain the word in other words and is forbidden to use the word itself or direct synonyms in the explanation.",
9
+ "Example: In Illuminati, it is possible that one player has hidden goals that the other players do not know. This forces the other players to try to guess the hidden goals from the player's actions."
10
  ],
11
  "using_the_pattern": [
12
  "[[Asymmetric Information]] requires that at least one of the players has [[Imperfect Information]] about the game state. Common examples of this are [[Card Hands]] in card games. Another typical example of this can be when goals in the game are known to some of the players but are [[Unknown Goals]] to others. This is possible even for [[Predefined Goals]], if the goals are randomly or secretly distributed to the individual players. [[Asymmetric Information]] can make [[Resources]] into [[Secret Resources]], and as [[Card Hands]] show, this does not have to depend on information about where the [[Resource]] is physically but can also be about the information contained in the [[Resource]].",
 
49
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
50
  "pattern_links": [
51
  {
52
+ "name": "Unknown Goals",
53
+ "file": "UnknownGoals"
 
 
 
 
 
 
 
 
 
 
 
 
54
  },
55
  {
56
+ "name": "Bidding",
57
+ "file": "Bidding"
58
  },
59
  {
60
  "name": "Predefined Goals",
61
  "file": "PredefinedGoals"
62
  },
63
  {
64
+ "name": "Conceal",
65
+ "file": "Conceal"
66
  },
67
  {
68
+ "name": "Secret Alliances",
69
+ "file": "SecretAlliances"
70
  },
71
  {
72
+ "name": "Card Hands",
73
+ "file": "CardHands"
74
+ },
75
+ {
76
+ "name": "Negotiation",
77
+ "file": "Negotiation"
78
  },
79
  {
80
  "name": "Betrayal",
81
  "file": "Betrayal"
82
  },
83
+ {
84
+ "name": "Gain Information",
85
+ "file": "GainInformation"
86
+ },
87
  {
88
  "name": "Bluffing",
89
  "file": "Bluffing"
90
  },
91
  {
92
+ "name": "Asymmetric Abilities",
93
+ "file": "AsymmetricAbilities"
94
  },
95
  {
96
+ "name": "Secret Resources",
97
+ "file": "SecretResources"
98
+ },
99
+ {
100
+ "name": "Perfect Information",
101
+ "file": "PerfectInformation"
102
  }
103
  ],
104
  "pattern_id": "AsymmetricInformation",
105
  "playable_concept": "Not available yet",
106
  "metadata": {
107
+ "version": "1.2.2",
108
+ "date_processed": "2025-04-26",
109
  "source_file": "AsymmetricInformation.htm",
110
+ "converter_version": "1.2.2"
111
  }
112
  }
AsymmetricResourceDistribution.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Asymmetric Resource Distribution",
3
  "description": "The resources are distributed asymmetrically among the players, that is, the players have different access and ownership rights to different kinds of resources during the game.",
4
  "content": [
5
- "The resource distribution can be asymmetric both at the start of the game and during the gameplay in resource generation phases or locations. It is also possible to have [[Asymmetric Resource Distribution]] in a single-player game. In this case the distribution is usually asymmetric in relation to the time the game has been played and often involves luck."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "One of the simplest cases of using [[Asymmetric Resource Distribution]] is to use [[Randomness]] to determine the starting resources available to the players. Even in this case the [[Player Balance]] has to be taken into account and the distribution function has to be properly balanced. Otherwise some of the players might lose their [[Perceived Chance to Succeed]]. Some games also use predefined [[Asymmetric Resource Distributions]] for the starting resources to create some [[Varied Gameplay]] and to use it as a [[Balancing Effect]]. The resources produced during the gameplay also have to be also balanced while maintaining the asymmetry of the distribution.",
@@ -43,8 +46,8 @@
43
  },
44
  "examples": [
45
  "in Settlers of Catan the basic resource generation is asymmetric as there is luck involved in who will get resources during the resource generation phase and also what kind of resources. This asymmetry leads to the need of trading between the players in a specific trading phase.",
46
- "the business model of Magic: The Gathering is based on the Asymmetric Resource Distribution of the cards found in booster packs. This has created a strong community of players who collect and trade these cards.",
47
- "Pok�mon has at least two layers of Asymmetric Resource Distribution: within the single player game there are \"rare\" Pok�mons that are difficult to find, and the game itself has several variants where the initial Pok�mon selections are different. As with Magic: The Gathering these factors create stronger incentives for playing the game itself for a longer time and also to get in contact with other players who might have different experiences and different Pok�mons available."
48
  ],
49
  "label": "6. Game Design Patterns for Resource and Resource Management",
50
  "pattern_links": [
@@ -53,76 +56,72 @@
53
  "file": "Handicaps"
54
  },
55
  {
56
- "name": "Varied Gameplay",
57
- "file": "VariedGameplay"
58
- },
59
- {
60
- "name": "Perceived Chance to Succeed",
61
- "file": "PerceivedChancetoSucceed"
62
- },
63
- {
64
- "name": "Single-Player Games",
65
- "file": "Single-PlayerGames"
66
- },
67
- {
68
- "name": "Renewable Resources",
69
- "file": "RenewableResources"
70
- },
71
- {
72
- "name": "Trading",
73
- "file": "Trading"
74
  },
75
  {
76
  "name": "Ownership",
77
  "file": "Ownership"
78
  },
79
- {
80
- "name": "Randomness",
81
- "file": "Randomness"
82
- },
83
  {
84
  "name": "Multiplayer Games",
85
  "file": "MultiplayerGames"
86
  },
 
 
 
 
 
 
 
 
87
  {
88
  "name": "Resources",
89
  "file": "Resources"
90
  },
91
  {
92
- "name": "Mutual Goals",
93
- "file": "MutualGoals"
 
 
 
 
94
  },
95
  {
96
  "name": "Player-Decided Distribution of Rewards & Penalties",
97
  "file": "Player-DecidedDistributionofRewards&Penalties"
98
  },
99
  {
100
- "name": "Social Interaction",
101
- "file": "SocialInteraction"
102
  },
103
  {
104
- "name": "Asymmetric Resource Distribution",
105
- "file": "AsymmetricResourceDistribution"
106
  },
107
  {
108
- "name": "Player Balance",
109
- "file": "PlayerBalance"
110
  },
111
  {
112
- "name": "Symmetric Resource Distribution",
113
- "file": "SymmetricResourceDistribution"
114
  },
115
  {
116
- "name": "Symmetry",
117
- "file": "Symmetry"
 
 
 
 
118
  }
119
  ],
120
  "pattern_id": "AsymmetricResourceDistribution",
121
  "playable_concept": "Not available yet",
122
  "metadata": {
123
- "version": "1.2.1",
124
- "date_processed": "2025-04-24",
125
  "source_file": "AsymmetricResourceDistribution.htm",
126
- "converter_version": "1.2.1"
127
  }
128
  }
 
2
  "pattern_name": "Asymmetric Resource Distribution",
3
  "description": "The resources are distributed asymmetrically among the players, that is, the players have different access and ownership rights to different kinds of resources during the game.",
4
  "content": [
5
+ "The resource distribution can be asymmetric both at the start of the game and during the gameplay in resource generation phases or locations. It is also possible to have [[Asymmetric Resource Distribution]] in a single-player game. In this case the distribution is usually asymmetric in relation to the time the game has been played and often involves luck.",
6
+ "Example: in Settlers of Catan the basic resource generation is asymmetric as there is luck involved in who will get resources during the resource generation phase and also what kind of resources. This asymmetry leads to the need of trading between the players in a specific trading phase.",
7
+ "Example: the business model of Magic: The Gathering is based on the [[Asymmetric Resource Distribution]] of the cards found in booster packs. This has created a strong community of players who collect and trade these cards.",
8
+ "Example: Pok�mon has at least two layers of [[Asymmetric Resource Distribution]]: within the single player game there are \"rare\" Pok�mons that are difficult to find, and the game itself has several variants where the initial Pok�mon selections are different. As with Magic: The Gathering these factors create stronger incentives for playing the game itself for a longer time and also to get in contact with other players who might have different experiences and different Pok�mons available."
9
  ],
10
  "using_the_pattern": [
11
  "One of the simplest cases of using [[Asymmetric Resource Distribution]] is to use [[Randomness]] to determine the starting resources available to the players. Even in this case the [[Player Balance]] has to be taken into account and the distribution function has to be properly balanced. Otherwise some of the players might lose their [[Perceived Chance to Succeed]]. Some games also use predefined [[Asymmetric Resource Distributions]] for the starting resources to create some [[Varied Gameplay]] and to use it as a [[Balancing Effect]]. The resources produced during the gameplay also have to be also balanced while maintaining the asymmetry of the distribution.",
 
46
  },
47
  "examples": [
48
  "in Settlers of Catan the basic resource generation is asymmetric as there is luck involved in who will get resources during the resource generation phase and also what kind of resources. This asymmetry leads to the need of trading between the players in a specific trading phase.",
49
+ "the business model of Magic: The Gathering is based on the [[Asymmetric Resource Distribution]] of the cards found in booster packs. This has created a strong community of players who collect and trade these cards.",
50
+ "Pok�mon has at least two layers of [[Asymmetric Resource Distribution]]: within the single player game there are \"rare\" Pok�mons that are difficult to find, and the game itself has several variants where the initial Pok�mon selections are different. As with Magic: The Gathering these factors create stronger incentives for playing the game itself for a longer time and also to get in contact with other players who might have different experiences and different Pok�mons available."
51
  ],
52
  "label": "6. Game Design Patterns for Resource and Resource Management",
53
  "pattern_links": [
 
56
  "file": "Handicaps"
57
  },
58
  {
59
+ "name": "Symmetry",
60
+ "file": "Symmetry"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
61
  },
62
  {
63
  "name": "Ownership",
64
  "file": "Ownership"
65
  },
 
 
 
 
66
  {
67
  "name": "Multiplayer Games",
68
  "file": "MultiplayerGames"
69
  },
70
+ {
71
+ "name": "Player Balance",
72
+ "file": "PlayerBalance"
73
+ },
74
+ {
75
+ "name": "Symmetric Resource Distribution",
76
+ "file": "SymmetricResourceDistribution"
77
+ },
78
  {
79
  "name": "Resources",
80
  "file": "Resources"
81
  },
82
  {
83
+ "name": "Social Interaction",
84
+ "file": "SocialInteraction"
85
+ },
86
+ {
87
+ "name": "Renewable Resources",
88
+ "file": "RenewableResources"
89
  },
90
  {
91
  "name": "Player-Decided Distribution of Rewards & Penalties",
92
  "file": "Player-DecidedDistributionofRewards&Penalties"
93
  },
94
  {
95
+ "name": "Trading",
96
+ "file": "Trading"
97
  },
98
  {
99
+ "name": "Randomness",
100
+ "file": "Randomness"
101
  },
102
  {
103
+ "name": "Varied Gameplay",
104
+ "file": "VariedGameplay"
105
  },
106
  {
107
+ "name": "Perceived Chance to Succeed",
108
+ "file": "PerceivedChancetoSucceed"
109
  },
110
  {
111
+ "name": "Mutual Goals",
112
+ "file": "MutualGoals"
113
+ },
114
+ {
115
+ "name": "Single-Player Games",
116
+ "file": "Single-PlayerGames"
117
  }
118
  ],
119
  "pattern_id": "AsymmetricResourceDistribution",
120
  "playable_concept": "Not available yet",
121
  "metadata": {
122
+ "version": "1.2.2",
123
+ "date_processed": "2025-04-26",
124
  "source_file": "AsymmetricResourceDistribution.htm",
125
+ "converter_version": "1.2.2"
126
  }
127
  }
AsynchronousGames.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Asynchronous Games",
3
  "description": "Games where the players game and play sessions do not necessarily overlap in time.",
4
  "content": [
5
- "The players in these games can start playing the game regardless of the other players and also choose when they want to have their play sessions."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Real-Time Games]],[[Tick-Based Games]], and [[Turn-Based Games]] are all suitable for [[Asynchronous Games]], although the play session structure has to be designed differently for each case. [[Real-Time Games]], such as existing MMORPGs, allow the players to choose when they wish to log in to the game and have real-time play sessions. [[Tick-Based Games]] place a certain time pressure on the players, as they usually have to execute their actions within a given [[Time Limit]] or lose their chance to influence the game state. Depending on the duration of a single tick, these games share characteristics from both [[Real-Time Games]] and [[Turn-Based Games]].",
@@ -41,32 +43,24 @@
41
  "label": "13. Game Design Patterns for Game Sessions",
42
  "pattern_links": [
43
  {
44
- "name": "Ghosts",
45
- "file": "Ghosts"
46
- },
47
- {
48
- "name": "Real-Time Games",
49
- "file": "Real-TimeGames"
50
  },
51
  {
52
  "name": "Communication Channels",
53
  "file": "CommunicationChannels"
54
  },
55
  {
56
- "name": "Dedicated Game Facilitators",
57
- "file": "DedicatedGameFacilitators"
58
- },
59
- {
60
- "name": "Tick-Based Games",
61
- "file": "Tick-BasedGames"
62
  },
63
  {
64
- "name": "Downtime",
65
- "file": "Downtime"
66
  },
67
  {
68
- "name": "Turn-Based Games",
69
- "file": "Turn-BasedGames"
70
  },
71
  {
72
  "name": "Public Information",
@@ -77,16 +71,24 @@
77
  "file": "FreedomofChoice"
78
  },
79
  {
80
- "name": "Persistent Game Worlds",
81
- "file": "PersistentGameWorlds"
 
 
 
 
 
 
 
 
82
  }
83
  ],
84
  "pattern_id": "AsynchronousGames",
85
  "playable_concept": "Not available yet",
86
  "metadata": {
87
- "version": "1.2.1",
88
- "date_processed": "2025-04-24",
89
  "source_file": "AsynchronousGames.htm",
90
- "converter_version": "1.2.1"
91
  }
92
  }
 
2
  "pattern_name": "Asynchronous Games",
3
  "description": "Games where the players game and play sessions do not necessarily overlap in time.",
4
  "content": [
5
+ "The players in these games can start playing the game regardless of the other players and also choose when they want to have their play sessions.",
6
+ "Example: MMORPGs can have thousands of players in a single game instance. The players can join and leave the game whenever they want, and particular players do not have to play the game simultaneously, although there almost always are some other players playing at the same time.",
7
+ "Example: The players do not often play the game at the same time in play-by-mail games, even though in many cases their game sessions are the same. Some massively multiplayer play-by-mail games, such as Quest from KJC Games, share the characteristics of MMORPGs in that the players' game sessions do not have to overlap."
8
  ],
9
  "using_the_pattern": [
10
  "[[Real-Time Games]],[[Tick-Based Games]], and [[Turn-Based Games]] are all suitable for [[Asynchronous Games]], although the play session structure has to be designed differently for each case. [[Real-Time Games]], such as existing MMORPGs, allow the players to choose when they wish to log in to the game and have real-time play sessions. [[Tick-Based Games]] place a certain time pressure on the players, as they usually have to execute their actions within a given [[Time Limit]] or lose their chance to influence the game state. Depending on the duration of a single tick, these games share characteristics from both [[Real-Time Games]] and [[Turn-Based Games]].",
 
43
  "label": "13. Game Design Patterns for Game Sessions",
44
  "pattern_links": [
45
  {
46
+ "name": "Dedicated Game Facilitators",
47
+ "file": "DedicatedGameFacilitators"
 
 
 
 
48
  },
49
  {
50
  "name": "Communication Channels",
51
  "file": "CommunicationChannels"
52
  },
53
  {
54
+ "name": "Ghosts",
55
+ "file": "Ghosts"
 
 
 
 
56
  },
57
  {
58
+ "name": "Persistent Game Worlds",
59
+ "file": "PersistentGameWorlds"
60
  },
61
  {
62
+ "name": "Real-Time Games",
63
+ "file": "Real-TimeGames"
64
  },
65
  {
66
  "name": "Public Information",
 
71
  "file": "FreedomofChoice"
72
  },
73
  {
74
+ "name": "Downtime",
75
+ "file": "Downtime"
76
+ },
77
+ {
78
+ "name": "Turn-Based Games",
79
+ "file": "Turn-BasedGames"
80
+ },
81
+ {
82
+ "name": "Tick-Based Games",
83
+ "file": "Tick-BasedGames"
84
  }
85
  ],
86
  "pattern_id": "AsynchronousGames",
87
  "playable_concept": "Not available yet",
88
  "metadata": {
89
+ "version": "1.2.2",
90
+ "date_processed": "2025-04-26",
91
  "source_file": "AsynchronousGames.htm",
92
+ "converter_version": "1.2.2"
93
  }
94
  }
AttentionSwapping.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Attention Swapping",
3
  "description": "Players have to move their attention between different parts of the game.",
4
  "content": [
5
- "Many games have several different goals or goals that are so difficult to complete that they have to be divided into several different goals that have to be completed in parallel. In these kinds of games, the players must move between different goals and activities, performing [[Attention Swapping]], in order to succeed in the game."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Attention Swapping]] is closely related to the [[Right Level of Difficulty]] and [[Right Level of Complexity]] of a game. Complex games by their nature require [[Attention Swapping]] to a certain degree, so complexity can be used to create the need for [[Attention Swapping]] as well as how much is needed, for example having to take into account several other vehicles when [[Maneuvering]]. As the swapping adds an extra challenge in itself beyond the challenge of the activities swapped between, its presences can modulate [[Right Level of Difficulty]] in an additional way besides the difficulty of the activities themselves. The difficulty of the [[Attention Swapping]] can be decreased by supporting a [[Game State Overview]], to the degree where the switching between activities does not need to be perceived as moving one's attention between different activities.",
@@ -65,153 +68,149 @@
65
  "examples": [
66
  "Missile Command where players have to switch their attention between which cities they wish to defend.",
67
  "Arcadia by gameLab allows players to play four small games inspired by videogames from the 1980s, all simultaneously. Each game is simple, but the real challenge lies in being aware of which game one has to be focus on.",
68
- "In Go the opening game is based around play in the four corners of the board which each can be considered semi-independent areas. Moving game play from one corner to another is a simple way for more experienced players to challenge novice players since these have much greater difficult with the Attention Swapping between the parts of the board."
69
  ],
70
  "label": "8. Actions and Events Patterns",
71
  "pattern_links": [
72
  {
73
- "name": "Real-Time Games",
74
- "file": "Real-TimeGames"
75
  },
76
  {
77
- "name": "Right Level of Complexity",
78
- "file": "RightLevelofComplexity"
79
  },
80
  {
81
- "name": "Cameras",
82
- "file": "Cameras"
83
  },
84
  {
85
- "name": "God Views",
86
- "file": "GodViews"
87
  },
88
  {
89
- "name": "Reconnaissance",
90
- "file": "Reconnaissance"
91
  },
92
  {
93
- "name": "Tradeoffs",
94
- "file": "Tradeoffs"
95
  },
96
  {
97
- "name": "Emotional Immersion",
98
- "file": "EmotionalImmersion"
99
  },
100
  {
101
- "name": "Spatial Immersion",
102
- "file": "SpatialImmersion"
103
  },
104
  {
105
- "name": "Collaborative Actions",
106
- "file": "CollaborativeActions"
107
  },
108
  {
109
- "name": "Interruptible Actions",
110
- "file": "InterruptibleActions"
111
  },
112
  {
113
- "name": "Limited Foresight",
114
- "file": "LimitedForesight"
115
  },
116
  {
117
- "name": "Book-Keeping Tokens",
118
- "file": "Book-KeepingTokens"
119
  },
120
  {
121
- "name": "Tension",
122
- "file": "Tension"
123
  },
124
  {
125
- "name": "Game State Overview",
126
- "file": "GameStateOverview"
127
  },
128
  {
129
- "name": "Stimulated Planning",
130
- "file": "StimulatedPlanning"
131
  },
132
  {
133
- "name": "Extended Actions",
134
- "file": "ExtendedActions"
 
 
 
 
135
  },
136
  {
137
  "name": "Disruption of Focused Attention",
138
  "file": "DisruptionofFocusedAttention"
139
  },
 
 
 
 
140
  {
141
  "name": "Conflict",
142
  "file": "Conflict"
143
  },
144
  {
145
- "name": "Units",
146
- "file": "Units"
147
  },
148
  {
149
- "name": "Cognitive Immersion",
150
- "file": "CognitiveImmersion"
151
  },
152
  {
153
- "name": "Attention Swapping",
154
- "file": "AttentionSwapping"
155
  },
156
  {
157
  "name": "Parallel Lives",
158
  "file": "ParallelLives"
159
  },
160
  {
161
- "name": "Combat",
162
- "file": "Combat"
163
  },
164
  {
165
  "name": "Surprises",
166
  "file": "Surprises"
167
  },
168
  {
169
- "name": "Incompatible Goals",
170
- "file": "IncompatibleGoals"
171
  },
172
  {
173
- "name": "Enemies",
174
- "file": "Enemies"
175
  },
176
  {
177
- "name": "Maneuvering",
178
- "file": "Maneuvering"
179
  },
180
  {
181
  "name": "Rewards",
182
  "file": "Rewards"
183
  },
184
  {
185
- "name": "Right Level of Difficulty",
186
- "file": "RightLevelofDifficulty"
187
- },
188
- {
189
- "name": "Focus Loci",
190
- "file": "FocusLoci"
191
- },
192
- {
193
- "name": "Area Control",
194
- "file": "AreaControl"
195
- },
196
- {
197
- "name": "Resource Management",
198
- "file": "ResourceManagement"
199
  },
200
  {
201
- "name": "Penalties",
202
- "file": "Penalties"
203
  },
204
  {
205
- "name": "The Show Must Go On",
206
- "file": "TheShowMustGoOn"
207
  }
208
  ],
209
  "pattern_id": "AttentionSwapping",
210
  "playable_concept": "Not available yet",
211
  "metadata": {
212
- "version": "1.2.1",
213
- "date_processed": "2025-04-24",
214
  "source_file": "AttentionSwapping.htm",
215
- "converter_version": "1.2.1"
216
  }
217
  }
 
2
  "pattern_name": "Attention Swapping",
3
  "description": "Players have to move their attention between different parts of the game.",
4
  "content": [
5
+ "Many games have several different goals or goals that are so difficult to complete that they have to be divided into several different goals that have to be completed in parallel. In these kinds of games, the players must move between different goals and activities, performing [[Attention Swapping]], in order to succeed in the game.",
6
+ "Example: Missile Command where players have to switch their attention between which cities they wish to defend.",
7
+ "Example: Arcadia by gameLab allows players to play four small games inspired by videogames from the 1980s, all simultaneously. Each game is simple, but the real challenge lies in being aware of which game one has to be focus on.",
8
+ "Example: In Go the opening game is based around play in the four corners of the board which each can be considered semi-independent areas. Moving game play from one corner to another is a simple way for more experienced players to challenge novice players since these have much greater difficult with the [[Attention Swapping]] between the parts of the board."
9
  ],
10
  "using_the_pattern": [
11
  "[[Attention Swapping]] is closely related to the [[Right Level of Difficulty]] and [[Right Level of Complexity]] of a game. Complex games by their nature require [[Attention Swapping]] to a certain degree, so complexity can be used to create the need for [[Attention Swapping]] as well as how much is needed, for example having to take into account several other vehicles when [[Maneuvering]]. As the swapping adds an extra challenge in itself beyond the challenge of the activities swapped between, its presences can modulate [[Right Level of Difficulty]] in an additional way besides the difficulty of the activities themselves. The difficulty of the [[Attention Swapping]] can be decreased by supporting a [[Game State Overview]], to the degree where the switching between activities does not need to be perceived as moving one's attention between different activities.",
 
68
  "examples": [
69
  "Missile Command where players have to switch their attention between which cities they wish to defend.",
70
  "Arcadia by gameLab allows players to play four small games inspired by videogames from the 1980s, all simultaneously. Each game is simple, but the real challenge lies in being aware of which game one has to be focus on.",
71
+ "In Go the opening game is based around play in the four corners of the board which each can be considered semi-independent areas. Moving game play from one corner to another is a simple way for more experienced players to challenge novice players since these have much greater difficult with the [[Attention Swapping]] between the parts of the board."
72
  ],
73
  "label": "8. Actions and Events Patterns",
74
  "pattern_links": [
75
  {
76
+ "name": "Spatial Immersion",
77
+ "file": "SpatialImmersion"
78
  },
79
  {
80
+ "name": "Resource Management",
81
+ "file": "ResourceManagement"
82
  },
83
  {
84
+ "name": "Combat",
85
+ "file": "Combat"
86
  },
87
  {
88
+ "name": "Units",
89
+ "file": "Units"
90
  },
91
  {
92
+ "name": "Game State Overview",
93
+ "file": "GameStateOverview"
94
  },
95
  {
96
+ "name": "Stimulated Planning",
97
+ "file": "StimulatedPlanning"
98
  },
99
  {
100
+ "name": "Reconnaissance",
101
+ "file": "Reconnaissance"
102
  },
103
  {
104
+ "name": "Tension",
105
+ "file": "Tension"
106
  },
107
  {
108
+ "name": "Focus Loci",
109
+ "file": "FocusLoci"
110
  },
111
  {
112
+ "name": "Penalties",
113
+ "file": "Penalties"
114
  },
115
  {
116
+ "name": "Enemies",
117
+ "file": "Enemies"
118
  },
119
  {
120
+ "name": "Extended Actions",
121
+ "file": "ExtendedActions"
122
  },
123
  {
124
+ "name": "Interruptible Actions",
125
+ "file": "InterruptibleActions"
126
  },
127
  {
128
+ "name": "Cameras",
129
+ "file": "Cameras"
130
  },
131
  {
132
+ "name": "Right Level of Difficulty",
133
+ "file": "RightLevelofDifficulty"
134
  },
135
  {
136
+ "name": "Limited Foresight",
137
+ "file": "LimitedForesight"
138
+ },
139
+ {
140
+ "name": "Emotional Immersion",
141
+ "file": "EmotionalImmersion"
142
  },
143
  {
144
  "name": "Disruption of Focused Attention",
145
  "file": "DisruptionofFocusedAttention"
146
  },
147
+ {
148
+ "name": "Tradeoffs",
149
+ "file": "Tradeoffs"
150
+ },
151
  {
152
  "name": "Conflict",
153
  "file": "Conflict"
154
  },
155
  {
156
+ "name": "Incompatible Goals",
157
+ "file": "IncompatibleGoals"
158
  },
159
  {
160
+ "name": "Book-Keeping Tokens",
161
+ "file": "Book-KeepingTokens"
162
  },
163
  {
164
+ "name": "Area Control",
165
+ "file": "AreaControl"
166
  },
167
  {
168
  "name": "Parallel Lives",
169
  "file": "ParallelLives"
170
  },
171
  {
172
+ "name": "The Show Must Go On",
173
+ "file": "TheShowMustGoOn"
174
  },
175
  {
176
  "name": "Surprises",
177
  "file": "Surprises"
178
  },
179
  {
180
+ "name": "Right Level of Complexity",
181
+ "file": "RightLevelofComplexity"
182
  },
183
  {
184
+ "name": "Real-Time Games",
185
+ "file": "Real-TimeGames"
186
  },
187
  {
188
+ "name": "God Views",
189
+ "file": "GodViews"
190
  },
191
  {
192
  "name": "Rewards",
193
  "file": "Rewards"
194
  },
195
  {
196
+ "name": "Collaborative Actions",
197
+ "file": "CollaborativeActions"
 
 
 
 
 
 
 
 
 
 
 
 
198
  },
199
  {
200
+ "name": "Cognitive Immersion",
201
+ "file": "CognitiveImmersion"
202
  },
203
  {
204
+ "name": "Maneuvering",
205
+ "file": "Maneuvering"
206
  }
207
  ],
208
  "pattern_id": "AttentionSwapping",
209
  "playable_concept": "Not available yet",
210
  "metadata": {
211
+ "version": "1.2.2",
212
+ "date_processed": "2025-04-26",
213
  "source_file": "AttentionSwapping.htm",
214
+ "converter_version": "1.2.2"
215
  }
216
  }
Avatars.json CHANGED
@@ -1,7 +1,10 @@
1
  {
2
  "pattern_name": "Avatars",
3
  "description": "Avatar is a game element, which is tightly connected to the player's success and failure in the game. In many cases, the Avatar is the only means through which a player can affect the game world.",
4
- "content": [],
 
 
 
5
  "using_the_pattern": [
6
  "When used, an [[Avatar]] is typically the only way in which a player can affect the game world. Thus, of primary importance in the design of an [[Avatar]] regarding gameplay is what actions it can perform. By limiting the actions that can be performed early in the game (for example, Super Mario and The Legend of Zelda series), the game can provide a [[Right Level of Difficulty]] in the beginning and [[Smooth Learning Curves]] as the game commences. Further, the game design can support the [[Narrative Structure]] by limiting access to game areas until various [[Privileged Abilities]] have been acquired, either by [[Tools]] or [[Character Development]]. The possibility to improve the Avatar's abilities and attributes through [[Character Development]] can thereby be used to merge the development of the [[Narrative Structure]] with goals the player has. This can strengthen the player's empathic link with the [[Avatar]] as an effect of the [[Investments]] made while developing the [[Avatar]].",
7
  "[[New Abilities]] or [[Improved Abilities]] given to players can either be given to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game World]] or there is no abstract representation of a [[Character]] behind the [[Avatar]].",
@@ -49,118 +52,110 @@
49
  ]
50
  },
51
  "examples": [
52
- "The computer game Paradroid used an extended variant of the Avatar pattern. The player controlled a defenseless robot, which could control one other robot, and the gameplay consisted of switching between these second-order Avatars to defeat all robots on a spaceship.",
53
- "The players are represented as personalized Avatars in Massively Multiplayer Online Roleplaying Games."
54
  ],
55
  "label": "5. Game Design Patterns for Game Elements",
56
  "pattern_links": [
57
  {
58
- "name": "God Views",
59
- "file": "GodViews"
60
  },
61
  {
62
- "name": "Survive",
63
- "file": "Survive"
64
  },
65
  {
66
- "name": "Emotional Immersion",
67
- "file": "EmotionalImmersion"
68
  },
69
  {
70
- "name": "Improved Abilities",
71
- "file": "ImprovedAbilities"
72
  },
73
  {
74
- "name": "Avatar",
75
- "file": "Avatars"
76
  },
77
  {
78
- "name": "Spatial Immersion",
79
- "file": "SpatialImmersion"
80
  },
81
  {
82
- "name": "Third-Person Views",
83
- "file": "Third-PersonViews"
84
  },
85
  {
86
- "name": "Avatars",
87
- "file": "Avatars"
88
  },
89
  {
90
- "name": "Characters",
91
- "file": "Characters"
92
  },
93
  {
94
- "name": "Player Killing",
95
- "file": "PlayerKilling"
96
  },
97
  {
98
- "name": "First-Person Views",
99
- "file": "First-PersonViews"
100
  },
101
  {
102
  "name": "Mule",
103
  "file": "Mule"
104
  },
105
  {
106
- "name": "Ownership",
107
- "file": "Ownership"
108
- },
109
- {
110
- "name": "Units",
111
- "file": "Units"
112
  },
113
  {
114
- "name": "Parallel Lives",
115
- "file": "ParallelLives"
116
  },
117
  {
118
- "name": "Consistent Reality Logic",
119
- "file": "ConsistentRealityLogic"
120
  },
121
  {
122
- "name": "Character Development",
123
- "file": "CharacterDevelopment"
124
  },
125
  {
126
- "name": "Combat",
127
- "file": "Combat"
128
  },
129
  {
130
- "name": "Immersion",
131
- "file": "Immersion"
132
  },
133
  {
134
- "name": "Enemies",
135
- "file": "Enemies"
136
  },
137
  {
138
- "name": "Roleplaying",
139
- "file": "Roleplaying"
140
  },
141
  {
142
- "name": "Tools",
143
- "file": "Tools"
144
  },
145
  {
146
- "name": "Privileged Abilities",
147
- "file": "PrivilegedAbilities"
148
  },
149
  {
150
  "name": "Producers",
151
  "file": "Producers"
152
- },
153
- {
154
- "name": "Persistent Game Worlds",
155
- "file": "PersistentGameWorlds"
156
  }
157
  ],
158
  "pattern_id": "Avatars",
159
  "playable_concept": "Not available yet",
160
  "metadata": {
161
- "version": "1.2.1",
162
- "date_processed": "2025-04-24",
163
  "source_file": "Avatars.htm",
164
- "converter_version": "1.2.1"
165
  }
166
  }
 
1
  {
2
  "pattern_name": "Avatars",
3
  "description": "Avatar is a game element, which is tightly connected to the player's success and failure in the game. In many cases, the Avatar is the only means through which a player can affect the game world.",
4
+ "content": [
5
+ "Example: The computer game Paradroid used an extended variant of the [[Avatar]] pattern. The player controlled a defenseless robot, which could control one other robot, and the gameplay consisted of switching between these second-order [[Avatars]] to defeat all robots on a spaceship.",
6
+ "Example: The players are represented as personalized [[Avatars]] in Massively Multiplayer Online Roleplaying Games."
7
+ ],
8
  "using_the_pattern": [
9
  "When used, an [[Avatar]] is typically the only way in which a player can affect the game world. Thus, of primary importance in the design of an [[Avatar]] regarding gameplay is what actions it can perform. By limiting the actions that can be performed early in the game (for example, Super Mario and The Legend of Zelda series), the game can provide a [[Right Level of Difficulty]] in the beginning and [[Smooth Learning Curves]] as the game commences. Further, the game design can support the [[Narrative Structure]] by limiting access to game areas until various [[Privileged Abilities]] have been acquired, either by [[Tools]] or [[Character Development]]. The possibility to improve the Avatar's abilities and attributes through [[Character Development]] can thereby be used to merge the development of the [[Narrative Structure]] with goals the player has. This can strengthen the player's empathic link with the [[Avatar]] as an effect of the [[Investments]] made while developing the [[Avatar]].",
10
  "[[New Abilities]] or [[Improved Abilities]] given to players can either be given to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game World]] or there is no abstract representation of a [[Character]] behind the [[Avatar]].",
 
52
  ]
53
  },
54
  "examples": [
55
+ "The computer game Paradroid used an extended variant of the [[Avatar]] pattern. The player controlled a defenseless robot, which could control one other robot, and the gameplay consisted of switching between these second-order [[Avatars]] to defeat all robots on a spaceship.",
56
+ "The players are represented as personalized [[Avatars]] in Massively Multiplayer Online Roleplaying Games."
57
  ],
58
  "label": "5. Game Design Patterns for Game Elements",
59
  "pattern_links": [
60
  {
61
+ "name": "Spatial Immersion",
62
+ "file": "SpatialImmersion"
63
  },
64
  {
65
+ "name": "Combat",
66
+ "file": "Combat"
67
  },
68
  {
69
+ "name": "Units",
70
+ "file": "Units"
71
  },
72
  {
73
+ "name": "Immersion",
74
+ "file": "Immersion"
75
  },
76
  {
77
+ "name": "First-Person Views",
78
+ "file": "First-PersonViews"
79
  },
80
  {
81
+ "name": "Consistent Reality Logic",
82
+ "file": "ConsistentRealityLogic"
83
  },
84
  {
85
+ "name": "Enemies",
86
+ "file": "Enemies"
87
  },
88
  {
89
+ "name": "Ownership",
90
+ "file": "Ownership"
91
  },
92
  {
93
+ "name": "Persistent Game Worlds",
94
+ "file": "PersistentGameWorlds"
95
  },
96
  {
97
+ "name": "Character Development",
98
+ "file": "CharacterDevelopment"
99
  },
100
  {
101
+ "name": "Survive",
102
+ "file": "Survive"
103
  },
104
  {
105
  "name": "Mule",
106
  "file": "Mule"
107
  },
108
  {
109
+ "name": "Emotional Immersion",
110
+ "file": "EmotionalImmersion"
 
 
 
 
111
  },
112
  {
113
+ "name": "Tools",
114
+ "file": "Tools"
115
  },
116
  {
117
+ "name": "Third-Person Views",
118
+ "file": "Third-PersonViews"
119
  },
120
  {
121
+ "name": "Privileged Abilities",
122
+ "file": "PrivilegedAbilities"
123
  },
124
  {
125
+ "name": "Characters",
126
+ "file": "Characters"
127
  },
128
  {
129
+ "name": "Roleplaying",
130
+ "file": "Roleplaying"
131
  },
132
  {
133
+ "name": "Parallel Lives",
134
+ "file": "ParallelLives"
135
  },
136
  {
137
+ "name": "Improved Abilities",
138
+ "file": "ImprovedAbilities"
139
  },
140
  {
141
+ "name": "Player Killing",
142
+ "file": "PlayerKilling"
143
  },
144
  {
145
+ "name": "God Views",
146
+ "file": "GodViews"
147
  },
148
  {
149
  "name": "Producers",
150
  "file": "Producers"
 
 
 
 
151
  }
152
  ],
153
  "pattern_id": "Avatars",
154
  "playable_concept": "Not available yet",
155
  "metadata": {
156
+ "version": "1.2.2",
157
+ "date_processed": "2025-04-26",
158
  "source_file": "Avatars.htm",
159
+ "converter_version": "1.2.2"
160
  }
161
  }
BalancingEffects.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Balancing Effects",
3
  "description": "Rules and effects in games that lessen the differences of value used to measure competition between players.",
4
  "content": [
5
- "For games where players play against opponents, the players need to feel that they can affect the outcome of the game. If a game is designed with a certain game time or amount of gameplay, and players feel powerless, these players have to two possibilities: endure gameplay that is uninspiring or suffer that gameplay breakdown due to the players desire to stop playing. To avoid these situations, games can have [[Balancing Effects]] built into them so that all players are more likely to feel that they have a chance to win over their opponents until the intended conclusion of the competition."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Balancing Effects]] can be designed in a game to be preemptive or correcting. Preemptive [[Balancing Effects]] try to maintain [[Player Balance]] so that imbalances do not occur, while correcting [[Balancing Effects]] try to correct imbalances when they have occurred. An alternative to [[Balancing Effects]], which can be used together with them, is [[Limited Foresight]]. This also gives players a [[Perceived Chance to Succeed]] but in this case, it may only be an [[Illusion of Influence]].",
@@ -77,172 +79,172 @@
77
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
78
  "pattern_links": [
79
  {
80
- "name": "Dedicated Game Facilitators",
81
- "file": "DedicatedGameFacilitators"
82
- },
83
- {
84
- "name": "Movement Limitations",
85
- "file": "MovementLimitations"
86
  },
87
  {
88
- "name": "Team Balance",
89
- "file": "TeamBalance"
90
  },
91
  {
92
- "name": "Smooth Learning Curves",
93
- "file": "SmoothLearningCurves"
94
  },
95
  {
96
- "name": "Player Balance",
97
- "file": "PlayerBalance"
98
  },
99
  {
100
- "name": "Tradeoffs",
101
- "file": "Tradeoffs"
102
  },
103
  {
104
- "name": "Improved Abilities",
105
- "file": "ImprovedAbilities"
106
  },
107
  {
108
- "name": "Uncommitted Alliances",
109
- "file": "UncommittedAlliances"
110
  },
111
  {
112
- "name": "Asymmetric Abilities",
113
- "file": "AsymmetricAbilities"
114
  },
115
  {
116
- "name": "Decreased Abilities",
117
- "file": "DecreasedAbilities"
118
  },
119
  {
120
- "name": "Game Masters",
121
- "file": "GameMasters"
122
  },
123
  {
124
  "name": "Interruptible Actions",
125
  "file": "InterruptibleActions"
126
  },
127
  {
128
- "name": "Diminishing Returns",
129
- "file": "DiminishingReturns"
130
  },
131
  {
132
- "name": "Tension",
133
- "file": "Tension"
134
  },
135
  {
136
- "name": "Game State Overview",
137
- "file": "GameStateOverview"
138
  },
139
  {
140
- "name": "Extended Actions",
141
- "file": "ExtendedActions"
142
  },
143
  {
144
- "name": "Delayed Effects",
145
- "file": "DelayedEffects"
146
  },
147
  {
148
- "name": "Dice",
149
- "file": "Dice"
150
  },
151
  {
152
- "name": "Player Decided Results",
153
- "file": "PlayerDecidedResults"
 
 
 
 
154
  },
155
  {
156
  "name": "Handicaps",
157
  "file": "Handicaps"
158
  },
159
  {
160
- "name": "Perceived Chance to Succeed",
161
- "file": "PerceivedChancetoSucceed"
162
  },
163
  {
164
- "name": "Transfer of Control",
165
- "file": "TransferofControl"
166
  },
167
  {
168
- "name": "Turn Taking",
169
- "file": "TurnTaking"
170
  },
171
  {
172
- "name": "Player-Decided Distribution of Rewards & Penalties",
173
- "file": "Player-DecidedDistributionofRewards&Penalties"
174
  },
175
  {
176
- "name": "King of the Hill",
177
- "file": "KingoftheHill"
178
  },
179
  {
180
- "name": "Illusionary Rewards",
181
- "file": "IllusionaryRewards"
182
  },
183
  {
184
- "name": "Perceivable Margins",
185
- "file": "PerceivableMargins"
186
  },
187
  {
188
- "name": "Shared Rewards",
189
- "file": "SharedRewards"
190
  },
191
  {
192
- "name": "Character Development",
193
- "file": "CharacterDevelopment"
194
  },
195
  {
196
- "name": "Ability Losses",
197
- "file": "AbilityLosses"
198
  },
199
  {
200
- "name": "Budgeted Action Points",
201
- "file": "BudgetedActionPoints"
202
  },
203
  {
204
- "name": "Spawning",
205
- "file": "Spawning"
206
  },
207
  {
208
- "name": "Rewards",
209
- "file": "Rewards"
210
  },
211
  {
212
- "name": "Higher-Level Closures as Gameplay Progresses",
213
- "file": "Higher-LevelClosuresasGameplayProgresses"
214
  },
215
  {
216
- "name": "Pick-Ups",
217
- "file": "Pick-Ups"
218
  },
219
  {
220
- "name": "Randomness",
221
- "file": "Randomness"
222
  },
223
  {
224
- "name": "Right Level of Difficulty",
225
- "file": "RightLevelofDifficulty"
226
  },
227
  {
228
- "name": "Multiplayer Games",
229
- "file": "MultiplayerGames"
230
  },
231
  {
232
- "name": "Score",
233
- "file": "Score"
234
  },
235
  {
236
- "name": "Penalties",
237
- "file": "Penalties"
238
  }
239
  ],
240
  "pattern_id": "BalancingEffects",
241
  "playable_concept": "Not available yet",
242
  "metadata": {
243
- "version": "1.2.1",
244
- "date_processed": "2025-04-24",
245
  "source_file": "BalancingEffects.htm",
246
- "converter_version": "1.2.1"
247
  }
248
  }
 
2
  "pattern_name": "Balancing Effects",
3
  "description": "Rules and effects in games that lessen the differences of value used to measure competition between players.",
4
  "content": [
5
+ "For games where players play against opponents, the players need to feel that they can affect the outcome of the game. If a game is designed with a certain game time or amount of gameplay, and players feel powerless, these players have to two possibilities: endure gameplay that is uninspiring or suffer that gameplay breakdown due to the players desire to stop playing. To avoid these situations, games can have [[Balancing Effects]] built into them so that all players are more likely to feel that they have a chance to win over their opponents until the intended conclusion of the competition.",
6
+ "Example: Power-ups in Monkey Race 2 in Super Monkey Ball 2 give speed boosters only to the players that are not leading the races. Further balancing effects can be added by players through the option that makes the leader have a lower maximum speed than the other players.",
7
+ "Example: multiplayer online first-person shooters often have possibilities to force teams to be balanced in numbers. Some, such as Return to Castle Wolfenstein: Enemy Territory, have functionality that can automatically reassign teams based on experience to try and balance the teams further."
8
  ],
9
  "using_the_pattern": [
10
  "[[Balancing Effects]] can be designed in a game to be preemptive or correcting. Preemptive [[Balancing Effects]] try to maintain [[Player Balance]] so that imbalances do not occur, while correcting [[Balancing Effects]] try to correct imbalances when they have occurred. An alternative to [[Balancing Effects]], which can be used together with them, is [[Limited Foresight]]. This also gives players a [[Perceived Chance to Succeed]] but in this case, it may only be an [[Illusion of Influence]].",
 
79
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
80
  "pattern_links": [
81
  {
82
+ "name": "Player Decided Results",
83
+ "file": "PlayerDecidedResults"
 
 
 
 
84
  },
85
  {
86
+ "name": "Ability Losses",
87
+ "file": "AbilityLosses"
88
  },
89
  {
90
+ "name": "Score",
91
+ "file": "Score"
92
  },
93
  {
94
+ "name": "Game State Overview",
95
+ "file": "GameStateOverview"
96
  },
97
  {
98
+ "name": "Shared Rewards",
99
+ "file": "SharedRewards"
100
  },
101
  {
102
+ "name": "Tension",
103
+ "file": "Tension"
104
  },
105
  {
106
+ "name": "Decreased Abilities",
107
+ "file": "DecreasedAbilities"
108
  },
109
  {
110
+ "name": "Team Balance",
111
+ "file": "TeamBalance"
112
  },
113
  {
114
+ "name": "Penalties",
115
+ "file": "Penalties"
116
  },
117
  {
118
+ "name": "Extended Actions",
119
+ "file": "ExtendedActions"
120
  },
121
  {
122
  "name": "Interruptible Actions",
123
  "file": "InterruptibleActions"
124
  },
125
  {
126
+ "name": "Character Development",
127
+ "file": "CharacterDevelopment"
128
  },
129
  {
130
+ "name": "Randomness",
131
+ "file": "Randomness"
132
  },
133
  {
134
+ "name": "Smooth Learning Curves",
135
+ "file": "SmoothLearningCurves"
136
  },
137
  {
138
+ "name": "Perceived Chance to Succeed",
139
+ "file": "PerceivedChancetoSucceed"
140
  },
141
  {
142
+ "name": "Asymmetric Abilities",
143
+ "file": "AsymmetricAbilities"
144
  },
145
  {
146
+ "name": "Pick-Ups",
147
+ "file": "Pick-Ups"
148
  },
149
  {
150
+ "name": "Higher-Level Closures as Gameplay Progresses",
151
+ "file": "Higher-LevelClosuresasGameplayProgresses"
152
+ },
153
+ {
154
+ "name": "Right Level of Difficulty",
155
+ "file": "RightLevelofDifficulty"
156
  },
157
  {
158
  "name": "Handicaps",
159
  "file": "Handicaps"
160
  },
161
  {
162
+ "name": "Budgeted Action Points",
163
+ "file": "BudgetedActionPoints"
164
  },
165
  {
166
+ "name": "Spawning",
167
+ "file": "Spawning"
168
  },
169
  {
170
+ "name": "Player Balance",
171
+ "file": "PlayerBalance"
172
  },
173
  {
174
+ "name": "Movement Limitations",
175
+ "file": "MovementLimitations"
176
  },
177
  {
178
+ "name": "Tradeoffs",
179
+ "file": "Tradeoffs"
180
  },
181
  {
182
+ "name": "Dice",
183
+ "file": "Dice"
184
  },
185
  {
186
+ "name": "Game Masters",
187
+ "file": "GameMasters"
188
  },
189
  {
190
+ "name": "Delayed Effects",
191
+ "file": "DelayedEffects"
192
  },
193
  {
194
+ "name": "Turn Taking",
195
+ "file": "TurnTaking"
196
  },
197
  {
198
+ "name": "Illusionary Rewards",
199
+ "file": "IllusionaryRewards"
200
  },
201
  {
202
+ "name": "Dedicated Game Facilitators",
203
+ "file": "DedicatedGameFacilitators"
204
  },
205
  {
206
+ "name": "Multiplayer Games",
207
+ "file": "MultiplayerGames"
208
  },
209
  {
210
+ "name": "Improved Abilities",
211
+ "file": "ImprovedAbilities"
212
  },
213
  {
214
+ "name": "Transfer of Control",
215
+ "file": "TransferofControl"
216
  },
217
  {
218
+ "name": "Rewards",
219
+ "file": "Rewards"
220
  },
221
  {
222
+ "name": "Perceivable Margins",
223
+ "file": "PerceivableMargins"
224
  },
225
  {
226
+ "name": "Diminishing Returns",
227
+ "file": "DiminishingReturns"
228
  },
229
  {
230
+ "name": "Player-Decided Distribution of Rewards & Penalties",
231
+ "file": "Player-DecidedDistributionofRewards&Penalties"
232
  },
233
  {
234
+ "name": "King of the Hill",
235
+ "file": "KingoftheHill"
236
  },
237
  {
238
+ "name": "Uncommitted Alliances",
239
+ "file": "UncommittedAlliances"
240
  }
241
  ],
242
  "pattern_id": "BalancingEffects",
243
  "playable_concept": "Not available yet",
244
  "metadata": {
245
+ "version": "1.2.2",
246
+ "date_processed": "2025-04-26",
247
  "source_file": "BalancingEffects.htm",
248
+ "converter_version": "1.2.2"
249
  }
250
  }
Betrayal.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Betrayal",
3
  "description": "One or several players that have an agreement with other players either intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement.",
4
  "content": [
5
- "Players can be put in situations where promises or the expectations of other players may be broken. These acts of [[Betrayal]] often cause friction between players, and therefore players betraying other players usually have an incentive to do so. This may be due to individual gains received by the [[Betrayal]], differences in player positions in the game, revenge for previous injustices, or situations where the game forces players to choose which players they will betray."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Betrayal]] requires that one player in the game has some [[Committed Goals]] whose completion is dependent on other players' actions, even if the commitment may only be a promise and the goals may be [[Player Defined Goals]]. Thus, [[Betrayal]] can happen in almost any situation where the players are cooperating in some way, usually towards [[Mutual Goals]]. Less severe cases of [[Betrayal]] can happen in [[Collaborative Actions]] and in situations of [[Delayed Reciprocity]] such as Player Decided Distribution of Rewards & Penalties or [[Trading]] with [[Delayed Effects]]. One way, and perhaps the best, to enhance the possibility of [[Betrayal]] is to give the players at least a perceived chance of reaping [[Individual Rewards]] for betraying the other players. This form of [[Betrayal]] is the basis for some [[Social Dilemmas]]. An example is where [[Tied Results]] can be perceived and [[Rewards]] are distributed evenly: in these cases, players may negotiate to have a [[Tied Result]] in order to use their [[Resources]] and efforts in other parts of the game but have the possibility of [[Betrayal]] to gain the whole [[Reward]] for themselves.",
@@ -62,116 +64,100 @@
62
  "label": "10. Game Design Patterns for Social Interaction",
63
  "pattern_links": [
64
  {
65
- "name": "Committed Goals",
66
- "file": "CommittedGoals"
67
- },
68
- {
69
- "name": "Asymmetric Information",
70
- "file": "AsymmetricInformation"
71
  },
72
  {
73
- "name": "Alliances",
74
- "file": "Alliances"
75
  },
76
  {
77
- "name": "Social Dilemmas",
78
- "file": "SocialDilemmas"
79
  },
80
  {
81
- "name": "Emotional Immersion",
82
- "file": "EmotionalImmersion"
83
  },
84
  {
85
  "name": "Leaps of Faith",
86
  "file": "LeapsofFaith"
87
  },
88
  {
89
- "name": "Uncommitted Alliances",
90
- "file": "UncommittedAlliances"
91
- },
92
- {
93
- "name": "Collaborative Actions",
94
- "file": "CollaborativeActions"
95
  },
96
  {
97
- "name": "Cooperation",
98
- "file": "Cooperation"
99
  },
100
  {
101
  "name": "Tension",
102
  "file": "Tension"
103
  },
104
  {
105
- "name": "Tied Results",
106
- "file": "TiedResults"
107
- },
108
- {
109
- "name": "Delayed Effects",
110
- "file": "DelayedEffects"
111
- },
112
- {
113
- "name": "Risk/Reward",
114
- "file": "RiskReward"
115
  },
116
  {
117
- "name": "Player Decided Results",
118
- "file": "PlayerDecidedResults"
119
  },
120
  {
121
- "name": "Conflict",
122
- "file": "Conflict"
123
  },
124
  {
125
- "name": "Individual Rewards",
126
- "file": "IndividualRewards"
127
  },
128
  {
129
  "name": "Trading",
130
  "file": "Trading"
131
  },
132
  {
133
- "name": "Anticipation",
134
- "file": "Anticipation"
135
  },
136
  {
137
- "name": "Narrative Structures",
138
- "file": "NarrativeStructures"
139
  },
140
  {
141
- "name": "Player-Decided Distribution of Rewards & Penalties",
142
- "file": "Player-DecidedDistributionofRewards&Penalties"
143
  },
144
  {
145
- "name": "Role Reversal",
146
- "file": "RoleReversal"
147
  },
148
  {
149
- "name": "Mutual Goals",
150
- "file": "MutualGoals"
151
  },
152
  {
153
  "name": "Surprises",
154
  "file": "Surprises"
155
  },
156
  {
157
- "name": "Rewards",
158
- "file": "Rewards"
159
  },
160
  {
161
- "name": "Negotiation",
162
- "file": "Negotiation"
163
  },
164
  {
165
- "name": "Delayed Reciprocity",
166
- "file": "DelayedReciprocity"
167
  },
168
  {
169
- "name": "Social Interaction",
170
- "file": "SocialInteraction"
171
  },
172
  {
173
- "name": "Penalties",
174
- "file": "Penalties"
175
  },
176
  {
177
  "name": "Bluffing",
@@ -180,14 +166,30 @@
180
  {
181
  "name": "Indirect Information",
182
  "file": "IndirectInformation"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
183
  }
184
  ],
185
  "pattern_id": "Betrayal",
186
  "playable_concept": "Not available yet",
187
  "metadata": {
188
- "version": "1.2.1",
189
- "date_processed": "2025-04-24",
190
  "source_file": "Betrayal.htm",
191
- "converter_version": "1.2.1"
192
  }
193
  }
 
2
  "pattern_name": "Betrayal",
3
  "description": "One or several players that have an agreement with other players either intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement.",
4
  "content": [
5
+ "Players can be put in situations where promises or the expectations of other players may be broken. These acts of [[Betrayal]] often cause friction between players, and therefore players betraying other players usually have an incentive to do so. This may be due to individual gains received by the [[Betrayal]], differences in player positions in the game, revenge for previous injustices, or situations where the game forces players to choose which players they will betray.",
6
+ "Example: Much of the enjoyment and tension of Diplomacy is in the possibility to betray and backstab other players. This sometimes leads to very intense diplomacy phases where the players try to get more information about what other players really try to achieve in the game.",
7
+ "Example: The negotiation game Intrigue forces players into situations where they sometimes must betray another player due to having made certain promises to several different players that appeared to be unrelated when they were given but later became related."
8
  ],
9
  "using_the_pattern": [
10
  "[[Betrayal]] requires that one player in the game has some [[Committed Goals]] whose completion is dependent on other players' actions, even if the commitment may only be a promise and the goals may be [[Player Defined Goals]]. Thus, [[Betrayal]] can happen in almost any situation where the players are cooperating in some way, usually towards [[Mutual Goals]]. Less severe cases of [[Betrayal]] can happen in [[Collaborative Actions]] and in situations of [[Delayed Reciprocity]] such as Player Decided Distribution of Rewards & Penalties or [[Trading]] with [[Delayed Effects]]. One way, and perhaps the best, to enhance the possibility of [[Betrayal]] is to give the players at least a perceived chance of reaping [[Individual Rewards]] for betraying the other players. This form of [[Betrayal]] is the basis for some [[Social Dilemmas]]. An example is where [[Tied Results]] can be perceived and [[Rewards]] are distributed evenly: in these cases, players may negotiate to have a [[Tied Result]] in order to use their [[Resources]] and efforts in other parts of the game but have the possibility of [[Betrayal]] to gain the whole [[Reward]] for themselves.",
 
64
  "label": "10. Game Design Patterns for Social Interaction",
65
  "pattern_links": [
66
  {
67
+ "name": "Player Decided Results",
68
+ "file": "PlayerDecidedResults"
 
 
 
 
69
  },
70
  {
71
+ "name": "Risk/Reward",
72
+ "file": "RiskReward"
73
  },
74
  {
75
+ "name": "Cooperation",
76
+ "file": "Cooperation"
77
  },
78
  {
79
+ "name": "Negotiation",
80
+ "file": "Negotiation"
81
  },
82
  {
83
  "name": "Leaps of Faith",
84
  "file": "LeapsofFaith"
85
  },
86
  {
87
+ "name": "Narrative Structures",
88
+ "file": "NarrativeStructures"
 
 
 
 
89
  },
90
  {
91
+ "name": "Anticipation",
92
+ "file": "Anticipation"
93
  },
94
  {
95
  "name": "Tension",
96
  "file": "Tension"
97
  },
98
  {
99
+ "name": "Social Interaction",
100
+ "file": "SocialInteraction"
 
 
 
 
 
 
 
 
101
  },
102
  {
103
+ "name": "Delayed Reciprocity",
104
+ "file": "DelayedReciprocity"
105
  },
106
  {
107
+ "name": "Penalties",
108
+ "file": "Penalties"
109
  },
110
  {
111
+ "name": "Committed Goals",
112
+ "file": "CommittedGoals"
113
  },
114
  {
115
  "name": "Trading",
116
  "file": "Trading"
117
  },
118
  {
119
+ "name": "Individual Rewards",
120
+ "file": "IndividualRewards"
121
  },
122
  {
123
+ "name": "Emotional Immersion",
124
+ "file": "EmotionalImmersion"
125
  },
126
  {
127
+ "name": "Social Dilemmas",
128
+ "file": "SocialDilemmas"
129
  },
130
  {
131
+ "name": "Conflict",
132
+ "file": "Conflict"
133
  },
134
  {
135
+ "name": "Delayed Effects",
136
+ "file": "DelayedEffects"
137
  },
138
  {
139
  "name": "Surprises",
140
  "file": "Surprises"
141
  },
142
  {
143
+ "name": "Asymmetric Information",
144
+ "file": "AsymmetricInformation"
145
  },
146
  {
147
+ "name": "Rewards",
148
+ "file": "Rewards"
149
  },
150
  {
151
+ "name": "Player-Decided Distribution of Rewards & Penalties",
152
+ "file": "Player-DecidedDistributionofRewards&Penalties"
153
  },
154
  {
155
+ "name": "Alliances",
156
+ "file": "Alliances"
157
  },
158
  {
159
+ "name": "Collaborative Actions",
160
+ "file": "CollaborativeActions"
161
  },
162
  {
163
  "name": "Bluffing",
 
166
  {
167
  "name": "Indirect Information",
168
  "file": "IndirectInformation"
169
+ },
170
+ {
171
+ "name": "Role Reversal",
172
+ "file": "RoleReversal"
173
+ },
174
+ {
175
+ "name": "Mutual Goals",
176
+ "file": "MutualGoals"
177
+ },
178
+ {
179
+ "name": "Tied Results",
180
+ "file": "TiedResults"
181
+ },
182
+ {
183
+ "name": "Uncommitted Alliances",
184
+ "file": "UncommittedAlliances"
185
  }
186
  ],
187
  "pattern_id": "Betrayal",
188
  "playable_concept": "Not available yet",
189
  "metadata": {
190
+ "version": "1.2.2",
191
+ "date_processed": "2025-04-26",
192
  "source_file": "Betrayal.htm",
193
+ "converter_version": "1.2.2"
194
  }
195
  }
Betting.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Betting",
3
  "description": "Investing resources in the likelihood of an outcome.",
4
  "content": [
5
- "[[Betting]] is the act of risking resources for the chance of winning more resources than was used. The proportions between what is gained and what is risked is linked to the perceived probability of winning, but in the case where [[Betting]] is done by players this does not have to be close to the real probability."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The main design choice when explicitly supporting [[Betting]] in games is to choose whether player bet against a [[Dedicated Game Facilitator]], usually called the house, or against each other.",
@@ -64,132 +66,132 @@
64
  "label": "8. Actions and Events Patterns",
65
  "pattern_links": [
66
  {
67
- "name": "Dedicated Game Facilitators",
68
- "file": "DedicatedGameFacilitators"
69
- },
70
- {
71
- "name": "Extra-Game Consequences",
72
- "file": "Extra-GameConsequences"
73
  },
74
  {
75
- "name": "Investments",
76
- "file": "Investments"
77
  },
78
  {
79
- "name": "Emotional Immersion",
80
- "file": "EmotionalImmersion"
81
  },
82
  {
83
- "name": "Tournaments",
84
- "file": "Tournaments"
85
  },
86
  {
87
- "name": "Luck",
88
- "file": "Luck"
89
  },
90
  {
91
  "name": "Tension",
92
  "file": "Tension"
93
  },
94
  {
95
- "name": "Closed Economies",
96
- "file": "ClosedEconomies"
97
  },
98
  {
99
- "name": "Quick Games",
100
- "file": "QuickGames"
101
  },
102
  {
103
- "name": "Delayed Effects",
104
- "file": "DelayedEffects"
105
  },
106
  {
107
- "name": "Risk/Reward",
108
- "file": "RiskReward"
109
  },
110
  {
111
- "name": "Conflict",
112
- "file": "Conflict"
 
 
 
 
113
  },
114
  {
115
  "name": "Gain Ownership",
116
  "file": "GainOwnership"
117
  },
118
  {
119
- "name": "Predictable Consequences",
120
- "file": "PredictableConsequences"
121
  },
122
  {
123
- "name": "Transfer of Control",
124
- "file": "TransferofControl"
125
  },
126
  {
127
- "name": "Ownership",
128
- "file": "Ownership"
129
  },
130
  {
131
  "name": "Imperfect Information",
132
  "file": "ImperfectInformation"
133
  },
134
  {
135
- "name": "Anticipation",
136
- "file": "Anticipation"
137
  },
138
  {
139
- "name": "Player Defined Goals",
140
- "file": "PlayerDefinedGoals"
141
  },
142
  {
143
- "name": "Hovering Closures",
144
- "file": "HoveringClosures"
 
 
 
 
145
  },
146
  {
147
  "name": "Bidding",
148
  "file": "Bidding"
149
  },
150
  {
151
- "name": "Game Mastery",
152
- "file": "GameMastery"
153
  },
154
  {
155
- "name": "Self-Facilitated Games",
156
- "file": "Self-FacilitatedGames"
157
  },
158
  {
159
  "name": "Rewards",
160
  "file": "Rewards"
161
  },
162
  {
163
- "name": "Meta Games",
164
- "file": "MetaGames"
165
- },
166
- {
167
- "name": "Randomness",
168
- "file": "Randomness"
169
  },
170
  {
171
- "name": "Resources",
172
- "file": "Resources"
173
  },
174
  {
175
- "name": "Strategic Knowledge",
176
- "file": "StrategicKnowledge"
177
  },
178
  {
179
- "name": "Resource Management",
180
- "file": "ResourceManagement"
181
  },
182
  {
183
- "name": "Bluffing",
184
- "file": "Bluffing"
185
  }
186
  ],
187
  "pattern_id": "Betting",
188
  "playable_concept": "Not available yet",
189
  "metadata": {
190
- "version": "1.2.1",
191
- "date_processed": "2025-04-24",
192
  "source_file": "Betting.htm",
193
- "converter_version": "1.2.1"
194
  }
195
  }
 
2
  "pattern_name": "Betting",
3
  "description": "Investing resources in the likelihood of an outcome.",
4
  "content": [
5
+ "[[Betting]] is the act of risking resources for the chance of winning more resources than was used. The proportions between what is gained and what is risked is linked to the perceived probability of winning, but in the case where [[Betting]] is done by players this does not have to be close to the real probability.",
6
+ "Example: Roulette is a typical example where the exchanges rate between bets and rewards are open and the probability for each outcome is static. The proportions between investments and rewards are tilted in the house's favor and the knowledge of this and the probabilities is easily available.",
7
+ "Example: betting in Poker is based on the cards held and the actions of other players. The proportions between risk and reward in Poker are not fixed but vary due to the willingness of all players to bet."
8
  ],
9
  "using_the_pattern": [
10
  "The main design choice when explicitly supporting [[Betting]] in games is to choose whether player bet against a [[Dedicated Game Facilitator]], usually called the house, or against each other.",
 
66
  "label": "8. Actions and Events Patterns",
67
  "pattern_links": [
68
  {
69
+ "name": "Resource Management",
70
+ "file": "ResourceManagement"
 
 
 
 
71
  },
72
  {
73
+ "name": "Risk/Reward",
74
+ "file": "RiskReward"
75
  },
76
  {
77
+ "name": "Closed Economies",
78
+ "file": "ClosedEconomies"
79
  },
80
  {
81
+ "name": "Anticipation",
82
+ "file": "Anticipation"
83
  },
84
  {
85
+ "name": "Hovering Closures",
86
+ "file": "HoveringClosures"
87
  },
88
  {
89
  "name": "Tension",
90
  "file": "Tension"
91
  },
92
  {
93
+ "name": "Player Defined Goals",
94
+ "file": "PlayerDefinedGoals"
95
  },
96
  {
97
+ "name": "Game Mastery",
98
+ "file": "GameMastery"
99
  },
100
  {
101
+ "name": "Ownership",
102
+ "file": "Ownership"
103
  },
104
  {
105
+ "name": "Self-Facilitated Games",
106
+ "file": "Self-FacilitatedGames"
107
  },
108
  {
109
+ "name": "Randomness",
110
+ "file": "Randomness"
111
+ },
112
+ {
113
+ "name": "Strategic Knowledge",
114
+ "file": "StrategicKnowledge"
115
  },
116
  {
117
  "name": "Gain Ownership",
118
  "file": "GainOwnership"
119
  },
120
  {
121
+ "name": "Tournaments",
122
+ "file": "Tournaments"
123
  },
124
  {
125
+ "name": "Investments",
126
+ "file": "Investments"
127
  },
128
  {
129
+ "name": "Emotional Immersion",
130
+ "file": "EmotionalImmersion"
131
  },
132
  {
133
  "name": "Imperfect Information",
134
  "file": "ImperfectInformation"
135
  },
136
  {
137
+ "name": "Resources",
138
+ "file": "Resources"
139
  },
140
  {
141
+ "name": "Conflict",
142
+ "file": "Conflict"
143
  },
144
  {
145
+ "name": "Delayed Effects",
146
+ "file": "DelayedEffects"
147
+ },
148
+ {
149
+ "name": "Dedicated Game Facilitators",
150
+ "file": "DedicatedGameFacilitators"
151
  },
152
  {
153
  "name": "Bidding",
154
  "file": "Bidding"
155
  },
156
  {
157
+ "name": "Predictable Consequences",
158
+ "file": "PredictableConsequences"
159
  },
160
  {
161
+ "name": "Transfer of Control",
162
+ "file": "TransferofControl"
163
  },
164
  {
165
  "name": "Rewards",
166
  "file": "Rewards"
167
  },
168
  {
169
+ "name": "Luck",
170
+ "file": "Luck"
 
 
 
 
171
  },
172
  {
173
+ "name": "Extra-Game Consequences",
174
+ "file": "Extra-GameConsequences"
175
  },
176
  {
177
+ "name": "Bluffing",
178
+ "file": "Bluffing"
179
  },
180
  {
181
+ "name": "Meta Games",
182
+ "file": "MetaGames"
183
  },
184
  {
185
+ "name": "Quick Games",
186
+ "file": "QuickGames"
187
  }
188
  ],
189
  "pattern_id": "Betting",
190
  "playable_concept": "Not available yet",
191
  "metadata": {
192
+ "version": "1.2.2",
193
+ "date_processed": "2025-04-26",
194
  "source_file": "Betting.htm",
195
+ "converter_version": "1.2.2"
196
  }
197
  }
Bidding.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Bidding",
3
  "description": "Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind.",
4
  "content": [
5
- "A [[Bidding]] instance is a process consisting of several parts: the bidding where players invest resources with the hope to achieve a certain game state, the determination of the outcome of these investments, and the distribution of possible rewards."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "For [[Bidding]] to be effective in a game, [[Resources]] usedhave to be of the [[Limited Resource]] kind, be it throughout the whole game or just for the specific [[Bidding]] instance. Although [[Resources]] in [[Bidding]] events are usually normal game elements, [[Bidding]] can also concern [[Area Control]] or the order in which players should perform [[Turn Taking]]. Players often have [[Direct Information]] to what is being bid about, in order to do [[Tradeoffs]] between what [[Resources]] they are using in the bidding and what [[Resources]] they can gain.",
@@ -48,7 +50,7 @@
48
  "Potentially conflicting with": []
49
  },
50
  "examples": [
51
- "In Poker, players bid on the value of their card hands. The bidding instance consists of rounds where the players can raise their bids one after another. The player who does not wish to call the last bid matches his bid to the same amount as the last bid, or if he does not wish to raise the bid, he has to fold. The player who folds is out of the Bidding instance and he has to leave his bid in the pot. The Bidding instance ends when there is only one player left or all the remaining players call the last bid. The player with the best hand, or the only remaining player, in the Bidding instance wins the whole bid as the reward.",
52
  "Kicking out a player from an open game instance of Return to Castle Wolfenstein: Enemy Territory requires that a certain amount of players have voted for kicking the player out."
53
  ],
54
  "label": "10. Game Design Patterns for Social Interaction",
@@ -58,92 +60,88 @@
58
  "file": "PlayerElimination"
59
  },
60
  {
61
- "name": "Eliminate",
62
- "file": "Eliminate"
63
  },
64
  {
65
- "name": "Asymmetric Information",
66
- "file": "AsymmetricInformation"
67
  },
68
  {
69
- "name": "Betting",
70
- "file": "Betting"
71
  },
72
  {
73
- "name": "Tradeoffs",
74
- "file": "Tradeoffs"
75
  },
76
  {
77
- "name": "Converters",
78
- "file": "Converters"
79
  },
80
  {
81
- "name": "Collaborative Actions",
82
- "file": "CollaborativeActions"
83
  },
84
  {
85
- "name": "Cooperation",
86
- "file": "Cooperation"
87
  },
88
  {
89
- "name": "Symmetric Information",
90
- "file": "SymmetricInformation"
91
  },
92
  {
93
- "name": "Competition",
94
- "file": "Competition"
95
  },
96
  {
97
- "name": "Gain Ownership",
98
- "file": "GainOwnership"
99
  },
100
  {
101
- "name": "Transfer of Control",
102
- "file": "TransferofControl"
103
  },
104
  {
105
  "name": "Turn Taking",
106
  "file": "TurnTaking"
107
  },
108
  {
109
- "name": "Player Defined Goals",
110
- "file": "PlayerDefinedGoals"
111
  },
112
  {
113
- "name": "Direct Information",
114
- "file": "DirectInformation"
115
  },
116
  {
117
- "name": "Bidding",
118
- "file": "Bidding"
119
  },
120
  {
121
  "name": "Rewards",
122
  "file": "Rewards"
123
  },
124
  {
125
- "name": "Negotiation",
126
- "file": "Negotiation"
127
- },
128
- {
129
- "name": "Resources",
130
- "file": "Resources"
131
- },
132
- {
133
- "name": "Area Control",
134
- "file": "AreaControl"
135
  },
136
  {
137
  "name": "Bluffing",
138
  "file": "Bluffing"
 
 
 
 
139
  }
140
  ],
141
  "pattern_id": "Bidding",
142
  "playable_concept": "Not available yet",
143
  "metadata": {
144
- "version": "1.2.1",
145
- "date_processed": "2025-04-24",
146
  "source_file": "Bidding.htm",
147
- "converter_version": "1.2.1"
148
  }
149
  }
 
2
  "pattern_name": "Bidding",
3
  "description": "Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind.",
4
  "content": [
5
+ "A [[Bidding]] instance is a process consisting of several parts: the bidding where players invest resources with the hope to achieve a certain game state, the determination of the outcome of these investments, and the distribution of possible rewards.",
6
+ "Example: In Poker, players bid on the value of their card hands. The bidding instance consists of rounds where the players can raise their bids one after another. The player who does not wish to call the last bid matches his bid to the same amount as the last bid, or if he does not wish to raise the bid, he has to fold. The player who folds is out of the [[Bidding]] instance and he has to leave his bid in the pot. The [[Bidding]] instance ends when there is only one player left or all the remaining players call the last bid. The player with the best hand, or the only remaining player, in the [[Bidding]] instance wins the whole bid as the reward.",
7
+ "Example: Kicking out a player from an open game instance of Return to Castle Wolfenstein: Enemy Territory requires that a certain amount of players have voted for kicking the player out."
8
  ],
9
  "using_the_pattern": [
10
  "For [[Bidding]] to be effective in a game, [[Resources]] usedhave to be of the [[Limited Resource]] kind, be it throughout the whole game or just for the specific [[Bidding]] instance. Although [[Resources]] in [[Bidding]] events are usually normal game elements, [[Bidding]] can also concern [[Area Control]] or the order in which players should perform [[Turn Taking]]. Players often have [[Direct Information]] to what is being bid about, in order to do [[Tradeoffs]] between what [[Resources]] they are using in the bidding and what [[Resources]] they can gain.",
 
50
  "Potentially conflicting with": []
51
  },
52
  "examples": [
53
+ "In Poker, players bid on the value of their card hands. The bidding instance consists of rounds where the players can raise their bids one after another. The player who does not wish to call the last bid matches his bid to the same amount as the last bid, or if he does not wish to raise the bid, he has to fold. The player who folds is out of the [[Bidding]] instance and he has to leave his bid in the pot. The [[Bidding]] instance ends when there is only one player left or all the remaining players call the last bid. The player with the best hand, or the only remaining player, in the [[Bidding]] instance wins the whole bid as the reward.",
54
  "Kicking out a player from an open game instance of Return to Castle Wolfenstein: Enemy Territory requires that a certain amount of players have voted for kicking the player out."
55
  ],
56
  "label": "10. Game Design Patterns for Social Interaction",
 
60
  "file": "PlayerElimination"
61
  },
62
  {
63
+ "name": "Cooperation",
64
+ "file": "Cooperation"
65
  },
66
  {
67
+ "name": "Negotiation",
68
+ "file": "Negotiation"
69
  },
70
  {
71
+ "name": "Player Defined Goals",
72
+ "file": "PlayerDefinedGoals"
73
  },
74
  {
75
+ "name": "Competition",
76
+ "file": "Competition"
77
  },
78
  {
79
+ "name": "Gain Ownership",
80
+ "file": "GainOwnership"
81
  },
82
  {
83
+ "name": "Direct Information",
84
+ "file": "DirectInformation"
85
  },
86
  {
87
+ "name": "Eliminate",
88
+ "file": "Eliminate"
89
  },
90
  {
91
+ "name": "Resources",
92
+ "file": "Resources"
93
  },
94
  {
95
+ "name": "Tradeoffs",
96
+ "file": "Tradeoffs"
97
  },
98
  {
99
+ "name": "Converters",
100
+ "file": "Converters"
101
  },
102
  {
103
+ "name": "Area Control",
104
+ "file": "AreaControl"
105
  },
106
  {
107
  "name": "Turn Taking",
108
  "file": "TurnTaking"
109
  },
110
  {
111
+ "name": "Betting",
112
+ "file": "Betting"
113
  },
114
  {
115
+ "name": "Asymmetric Information",
116
+ "file": "AsymmetricInformation"
117
  },
118
  {
119
+ "name": "Transfer of Control",
120
+ "file": "TransferofControl"
121
  },
122
  {
123
  "name": "Rewards",
124
  "file": "Rewards"
125
  },
126
  {
127
+ "name": "Collaborative Actions",
128
+ "file": "CollaborativeActions"
 
 
 
 
 
 
 
 
129
  },
130
  {
131
  "name": "Bluffing",
132
  "file": "Bluffing"
133
+ },
134
+ {
135
+ "name": "Symmetric Information",
136
+ "file": "SymmetricInformation"
137
  }
138
  ],
139
  "pattern_id": "Bidding",
140
  "playable_concept": "Not available yet",
141
  "metadata": {
142
+ "version": "1.2.2",
143
+ "date_processed": "2025-04-26",
144
  "source_file": "Bidding.htm",
145
+ "converter_version": "1.2.2"
146
  }
147
  }
Bluffing.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Bluffing",
3
  "description": "Players have a possibility to convey false information to other players in order to benefit from the situation.",
4
  "content": [
5
- "Usually the basic information for [[Bluffing]] is something about the current game state, as is the case in Poker. It is possible, however, that [[Bluffing]] concerns other game components such as past events and actions, players' goals, and even players' strategies and intentions. One of the simplest games of this kind of [[Bluffing]] is an iterated version of [[Paper-Rock-Scissors]], where the players try to outguess the other player's action based on previous plays and social clues."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "In order to have the possibility for bluffing, the game should have [[Asymmetric Information]] together with means of players giving each other [[Indirect Information]] about game components, that is, the players do not have direct access to the required information but can get it from other players, usually via [[Social Interaction]]. Games that have [[Symmetric Information]] as well as [[Direct Information]] about game elements limit the possibilities for [[Bluffing]] but can still have it concerning players' goals, strategies, and intentions. This, however, also requires that players have a possibility of some kind of cooperation and that the player actions can have an effect on the other players' position in the game. An example of a game not satisfying these requirements is a 100 Meter Dash, or almost any other sports race, where [[Bluffing]] seems to be almost impossible.",
@@ -41,82 +43,78 @@
41
  ]
42
  },
43
  "examples": [
44
- "Poker uses Bluffing as one of the basic characteristics of the game. The players do not have direct information about the other players' hands but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. Bluffing in Poker thus means that the player is trying to give a false impression to other players about the actual value of his hand.",
45
- "The classic board game Diplomacy has all the information about positions of the players' armies and fleets available to all players. Bluffing in this game is based on giving the other players false information about the current strategies, goals, and agreements between the players. The game even has a specific diplomacy phase for giving the players the ability to scheme against other players."
46
  ],
47
  "label": "10. Game Design Patterns for Social Interaction",
48
  "pattern_links": [
49
  {
50
- "name": "Luck",
51
- "file": "Luck"
52
- },
53
- {
54
- "name": "Trading",
55
- "file": "Trading"
56
  },
57
  {
58
- "name": "Negotiation",
59
- "file": "Negotiation"
60
  },
61
  {
62
- "name": "Symmetric Information",
63
- "file": "SymmetricInformation"
64
  },
65
  {
66
- "name": "Asymmetric Information",
67
- "file": "AsymmetricInformation"
68
  },
69
  {
70
- "name": "Tension",
71
- "file": "Tension"
72
  },
73
  {
74
- "name": "Alarms",
75
- "file": "Alarms"
76
  },
77
  {
78
- "name": "Direct Information",
79
- "file": "DirectInformation"
80
  },
81
  {
82
- "name": "Betting",
83
- "file": "Betting"
84
  },
85
  {
86
- "name": "Social Interaction",
87
- "file": "SocialInteraction"
88
  },
89
  {
90
- "name": "Emotional Immersion",
91
- "file": "EmotionalImmersion"
92
  },
93
  {
94
- "name": "Bidding",
95
- "file": "Bidding"
96
  },
97
  {
98
- "name": "Betrayal",
99
- "file": "Betrayal"
100
  },
101
  {
102
- "name": "Risk/Reward",
103
- "file": "RiskReward"
104
  },
105
  {
106
- "name": "Bluffing",
107
- "file": "Bluffing"
108
  },
109
  {
110
- "name": "Indirect Information",
111
- "file": "IndirectInformation"
112
  }
113
  ],
114
  "pattern_id": "Bluffing",
115
  "playable_concept": "Not available yet",
116
  "metadata": {
117
- "version": "1.2.1",
118
- "date_processed": "2025-04-24",
119
  "source_file": "Bluffing.htm",
120
- "converter_version": "1.2.1"
121
  }
122
  }
 
2
  "pattern_name": "Bluffing",
3
  "description": "Players have a possibility to convey false information to other players in order to benefit from the situation.",
4
  "content": [
5
+ "Usually the basic information for [[Bluffing]] is something about the current game state, as is the case in Poker. It is possible, however, that [[Bluffing]] concerns other game components such as past events and actions, players' goals, and even players' strategies and intentions. One of the simplest games of this kind of [[Bluffing]] is an iterated version of [[Paper-Rock-Scissors]], where the players try to outguess the other player's action based on previous plays and social clues.",
6
+ "Example: Poker uses [[Bluffing]] as one of the basic characteristics of the game. The players do not have direct information about the other players' hands but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. [[Bluffing]] in Poker thus means that the player is trying to give a false impression to other players about the actual value of his hand.",
7
+ "Example: The classic board game Diplomacy has all the information about positions of the players' armies and fleets available to all players. [[Bluffing]] in this game is based on giving the other players false information about the current strategies, goals, and agreements between the players. The game even has a specific diplomacy phase for giving the players the ability to scheme against other players."
8
  ],
9
  "using_the_pattern": [
10
  "In order to have the possibility for bluffing, the game should have [[Asymmetric Information]] together with means of players giving each other [[Indirect Information]] about game components, that is, the players do not have direct access to the required information but can get it from other players, usually via [[Social Interaction]]. Games that have [[Symmetric Information]] as well as [[Direct Information]] about game elements limit the possibilities for [[Bluffing]] but can still have it concerning players' goals, strategies, and intentions. This, however, also requires that players have a possibility of some kind of cooperation and that the player actions can have an effect on the other players' position in the game. An example of a game not satisfying these requirements is a 100 Meter Dash, or almost any other sports race, where [[Bluffing]] seems to be almost impossible.",
 
43
  ]
44
  },
45
  "examples": [
46
+ "Poker uses [[Bluffing]] as one of the basic characteristics of the game. The players do not have direct information about the other players' hands but try to guess the relative values based on the play of previous rounds, social clues, and how the players are playing the current round. [[Bluffing]] in Poker thus means that the player is trying to give a false impression to other players about the actual value of his hand.",
47
+ "The classic board game Diplomacy has all the information about positions of the players' armies and fleets available to all players. [[Bluffing]] in this game is based on giving the other players false information about the current strategies, goals, and agreements between the players. The game even has a specific diplomacy phase for giving the players the ability to scheme against other players."
48
  ],
49
  "label": "10. Game Design Patterns for Social Interaction",
50
  "pattern_links": [
51
  {
52
+ "name": "Betting",
53
+ "file": "Betting"
 
 
 
 
54
  },
55
  {
56
+ "name": "Bidding",
57
+ "file": "Bidding"
58
  },
59
  {
60
+ "name": "Direct Information",
61
+ "file": "DirectInformation"
62
  },
63
  {
64
+ "name": "Risk/Reward",
65
+ "file": "RiskReward"
66
  },
67
  {
68
+ "name": "Emotional Immersion",
69
+ "file": "EmotionalImmersion"
70
  },
71
  {
72
+ "name": "Negotiation",
73
+ "file": "Negotiation"
74
  },
75
  {
76
+ "name": "Asymmetric Information",
77
+ "file": "AsymmetricInformation"
78
  },
79
  {
80
+ "name": "Betrayal",
81
+ "file": "Betrayal"
82
  },
83
  {
84
+ "name": "Luck",
85
+ "file": "Luck"
86
  },
87
  {
88
+ "name": "Trading",
89
+ "file": "Trading"
90
  },
91
  {
92
+ "name": "Indirect Information",
93
+ "file": "IndirectInformation"
94
  },
95
  {
96
+ "name": "Tension",
97
+ "file": "Tension"
98
  },
99
  {
100
+ "name": "Symmetric Information",
101
+ "file": "SymmetricInformation"
102
  },
103
  {
104
+ "name": "Alarms",
105
+ "file": "Alarms"
106
  },
107
  {
108
+ "name": "Social Interaction",
109
+ "file": "SocialInteraction"
110
  }
111
  ],
112
  "pattern_id": "Bluffing",
113
  "playable_concept": "Not available yet",
114
  "metadata": {
115
+ "version": "1.2.2",
116
+ "date_processed": "2025-04-26",
117
  "source_file": "Bluffing.htm",
118
+ "converter_version": "1.2.2"
119
  }
120
  }
Book-KeepingTokens.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Book-Keeping Tokens",
3
  "description": "Game elements that do not represent concrete objects in the game world but instead holds specific parts of the game state.",
4
  "content": [
5
- "Game states that at least partially represent abstract values require that games have some way to store the information. This can be done by using computers or humans that have to remember the information, but when computers are not available many games have [[Book-Keeping Tokens]] to let players focus on the gameplay rather than the manipulating objects to keep track of the game state."
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Book-Keeping Tokens]] allow more complex game states in [[Self-Facilitated Games]] without having to do [[Memorizing]]. However, they require players to do [[Extra-Game Actions]] that resemble [[Resource Management]] but without any [[Freedom of Choice]]. As this requires [[Attention Swapping]] from the actual gameplay, [[Book-Keeping Tokens]] can negatively affect all kinds of [[Immersion]], except [[Cognitive Immersion]].",
@@ -39,60 +40,60 @@
39
  "label": "5. Game Design Patterns for Game Elements",
40
  "pattern_links": [
41
  {
42
- "name": "Memorizing",
43
- "file": "Memorizing"
44
  },
45
  {
46
- "name": "Imperfect Information",
47
- "file": "ImperfectInformation"
48
  },
49
  {
50
- "name": "Cognitive Immersion",
51
- "file": "CognitiveImmersion"
52
  },
53
  {
54
  "name": "Game State Overview",
55
  "file": "GameStateOverview"
56
  },
57
  {
58
- "name": "Extra-Game Actions",
59
- "file": "Extra-GameActions"
60
  },
61
  {
62
- "name": "Attention Swapping",
63
- "file": "AttentionSwapping"
64
  },
65
  {
66
- "name": "Focus Loci",
67
- "file": "FocusLoci"
68
  },
69
  {
70
- "name": "Cards",
71
- "file": "Cards"
72
  },
73
  {
74
- "name": "Stimulated Planning",
75
- "file": "StimulatedPlanning"
76
  },
77
  {
78
- "name": "Public Information",
79
- "file": "PublicInformation"
80
  },
81
  {
82
- "name": "Resource Management",
83
- "file": "ResourceManagement"
84
  },
85
  {
86
- "name": "Immersion",
87
- "file": "Immersion"
88
  }
89
  ],
90
  "pattern_id": "Book-KeepingTokens",
91
  "playable_concept": "Not available yet",
92
  "metadata": {
93
- "version": "1.2.1",
94
- "date_processed": "2025-04-24",
95
  "source_file": "Book-KeepingTokens.htm",
96
- "converter_version": "1.2.1"
97
  }
98
  }
 
2
  "pattern_name": "Book-Keeping Tokens",
3
  "description": "Game elements that do not represent concrete objects in the game world but instead holds specific parts of the game state.",
4
  "content": [
5
+ "Game states that at least partially represent abstract values require that games have some way to store the information. This can be done by using computers or humans that have to remember the information, but when computers are not available many games have [[Book-Keeping Tokens]] to let players focus on the gameplay rather than the manipulating objects to keep track of the game state.",
6
+ "Example: Puerto Rico has the role of governor that is passed among players. To help players keep track of their roles a small governor card is past to the player who currently is the governor."
7
  ],
8
  "using_the_pattern": [
9
  "[[Book-Keeping Tokens]] allow more complex game states in [[Self-Facilitated Games]] without having to do [[Memorizing]]. However, they require players to do [[Extra-Game Actions]] that resemble [[Resource Management]] but without any [[Freedom of Choice]]. As this requires [[Attention Swapping]] from the actual gameplay, [[Book-Keeping Tokens]] can negatively affect all kinds of [[Immersion]], except [[Cognitive Immersion]].",
 
40
  "label": "5. Game Design Patterns for Game Elements",
41
  "pattern_links": [
42
  {
43
+ "name": "Extra-Game Actions",
44
+ "file": "Extra-GameActions"
45
  },
46
  {
47
+ "name": "Resource Management",
48
+ "file": "ResourceManagement"
49
  },
50
  {
51
+ "name": "Imperfect Information",
52
+ "file": "ImperfectInformation"
53
  },
54
  {
55
  "name": "Game State Overview",
56
  "file": "GameStateOverview"
57
  },
58
  {
59
+ "name": "Public Information",
60
+ "file": "PublicInformation"
61
  },
62
  {
63
+ "name": "Immersion",
64
+ "file": "Immersion"
65
  },
66
  {
67
+ "name": "Stimulated Planning",
68
+ "file": "StimulatedPlanning"
69
  },
70
  {
71
+ "name": "Cognitive Immersion",
72
+ "file": "CognitiveImmersion"
73
  },
74
  {
75
+ "name": "Memorizing",
76
+ "file": "Memorizing"
77
  },
78
  {
79
+ "name": "Attention Swapping",
80
+ "file": "AttentionSwapping"
81
  },
82
  {
83
+ "name": "Cards",
84
+ "file": "Cards"
85
  },
86
  {
87
+ "name": "Focus Loci",
88
+ "file": "FocusLoci"
89
  }
90
  ],
91
  "pattern_id": "Book-KeepingTokens",
92
  "playable_concept": "Not available yet",
93
  "metadata": {
94
+ "version": "1.2.2",
95
+ "date_processed": "2025-04-26",
96
  "source_file": "Book-KeepingTokens.htm",
97
+ "converter_version": "1.2.2"
98
  }
99
  }
BossMonsters.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Boss Monsters",
3
  "description": "A more powerful enemy the players have to overcome to reach certain goals in the game.",
4
  "content": [
5
- "Sometimes defeating the [[Boss Monster]] can be a goal in itself, but usually [[Boss Monsters]] are used as subgoals in the game and the high-level goal is of another type of goal. [[Boss Monsters]] are almost always used to structure the progress of the game."
 
6
  ],
7
  "using_the_pattern": [
8
  "Defeating the [[Boss Monster]] typically uses [[Eliminate]] modulated with some version of [[Overcome]] goal patterns. For example, in a tabletop roleplaying game, defeating the evil dragon guarding the princess consists of several rounds of tests of skills and attributes of the players until the dragon is dead. As previously mentioned, the [[Boss Monster]] is used as a subgoal to signify reaching a high-level goal, as is the case in the previous roleplaying example:Eliminating the dragon is a subgoal for Rescuing the princess. It is common for [[Boss Monsters]] to have some form of [[Achilles' Heel]] that allows players to have an easier way to defeat them.",
@@ -30,7 +31,7 @@
30
  "Potentially conflicting with": []
31
  },
32
  "examples": [
33
- "The games in The Legend of Zelda series are almost totally structured around defeating Boss Monsters in order to progress in the game and to reach the high-level goals of the game."
34
  ],
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
@@ -42,10 +43,6 @@
42
  "name": "Eliminate",
43
  "file": "Eliminate"
44
  },
45
- {
46
- "name": "Rescue",
47
- "file": "Rescue"
48
- },
49
  {
50
  "name": "Levels",
51
  "file": "Levels"
@@ -55,24 +52,24 @@
55
  "file": "Achilles'Heels"
56
  },
57
  {
58
- "name": "Tension",
59
- "file": "Tension"
60
- },
61
- {
62
- "name": "Boss Monsters",
63
- "file": "BossMonsters"
64
  },
65
  {
66
  "name": "Overcome",
67
  "file": "Overcome"
 
 
 
 
68
  }
69
  ],
70
  "pattern_id": "BossMonsters",
71
  "playable_concept": "Not available yet",
72
  "metadata": {
73
- "version": "1.2.1",
74
- "date_processed": "2025-04-24",
75
  "source_file": "BossMonsters.htm",
76
- "converter_version": "1.2.1"
77
  }
78
  }
 
2
  "pattern_name": "Boss Monsters",
3
  "description": "A more powerful enemy the players have to overcome to reach certain goals in the game.",
4
  "content": [
5
+ "Sometimes defeating the [[Boss Monster]] can be a goal in itself, but usually [[Boss Monsters]] are used as subgoals in the game and the high-level goal is of another type of goal. [[Boss Monsters]] are almost always used to structure the progress of the game.",
6
+ "Example: The games in The Legend of Zelda series are almost totally structured around defeating [[Boss Monsters]] in order to progress in the game and to reach the high-level goals of the game."
7
  ],
8
  "using_the_pattern": [
9
  "Defeating the [[Boss Monster]] typically uses [[Eliminate]] modulated with some version of [[Overcome]] goal patterns. For example, in a tabletop roleplaying game, defeating the evil dragon guarding the princess consists of several rounds of tests of skills and attributes of the players until the dragon is dead. As previously mentioned, the [[Boss Monster]] is used as a subgoal to signify reaching a high-level goal, as is the case in the previous roleplaying example:Eliminating the dragon is a subgoal for Rescuing the princess. It is common for [[Boss Monsters]] to have some form of [[Achilles' Heel]] that allows players to have an easier way to defeat them.",
 
31
  "Potentially conflicting with": []
32
  },
33
  "examples": [
34
+ "The games in The Legend of Zelda series are almost totally structured around defeating [[Boss Monsters]] in order to progress in the game and to reach the high-level goals of the game."
35
  ],
36
  "label": "5. Game Design Patterns for Game Elements",
37
  "pattern_links": [
 
43
  "name": "Eliminate",
44
  "file": "Eliminate"
45
  },
 
 
 
 
46
  {
47
  "name": "Levels",
48
  "file": "Levels"
 
52
  "file": "Achilles'Heels"
53
  },
54
  {
55
+ "name": "Rescue",
56
+ "file": "Rescue"
 
 
 
 
57
  },
58
  {
59
  "name": "Overcome",
60
  "file": "Overcome"
61
+ },
62
+ {
63
+ "name": "Tension",
64
+ "file": "Tension"
65
  }
66
  ],
67
  "pattern_id": "BossMonsters",
68
  "playable_concept": "Not available yet",
69
  "metadata": {
70
+ "version": "1.2.2",
71
+ "date_processed": "2025-04-26",
72
  "source_file": "BossMonsters.htm",
73
+ "converter_version": "1.2.2"
74
  }
75
  }
BudgetedActionPoints.json CHANGED
@@ -3,7 +3,10 @@
3
  "description": "Points that are used by players to do actions during their turns.",
4
  "content": [
5
  "[[Budgeted Action Points]] are a way to let players decide from turn to turn which actions they want to perform. Usually they not only let players have alternatives to choose from but also allow them to perform the same actions several times if wished but at the expense of not then being able to do other actions.",
6
- "A form of [[Budgeted Action Points]] is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value and this value slowly increases until it has reached a maximum point. This means that the amount of uses of the action during a certain amount of time is limited but players can save up points in order to use the actions several times quickly after one another."
 
 
 
7
  ],
8
  "using_the_pattern": [
9
  "The selection of possible actions which can be paid by the [[Budgeted Action Points]] can be any kind of action that is part of the overall game play, but [[Varied Gameplay]] and [[Tradeoffs]] can be encouraged by having heterogeneous groups. [[Budgeted Action Points]] can be used to give players [[Limited Resources]] for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select [[Skill]] levels or sets of advantages and disadvantages for [[Characters]]. For [[Budgeted Action Points]] that are used during gameplay, common possible actions include: [[Movement]] with different costsfor different terrain and [[Unit]] types to create [[Movement Limitations]]; different forms of actions related to [[Combat]]; and, actions that refill [[Renewable Resources]] such as healing or repairing.",
@@ -54,96 +57,96 @@
54
  "label": "8. Actions and Events Patterns",
55
  "pattern_links": [
56
  {
57
- "name": "Varied Gameplay",
58
- "file": "VariedGameplay"
59
  },
60
  {
61
- "name": "Real-Time Games",
62
- "file": "Real-TimeGames"
63
  },
64
  {
65
- "name": "Analysis Paralysis",
66
- "file": "AnalysisParalysis"
67
  },
68
  {
69
- "name": "Movement Limitations",
70
- "file": "MovementLimitations"
71
  },
72
  {
73
- "name": "Investments",
74
- "file": "Investments"
75
  },
76
  {
77
- "name": "Tradeoffs",
78
- "file": "Tradeoffs"
79
  },
80
  {
81
- "name": "Balancing Effects",
82
- "file": "BalancingEffects"
83
  },
84
  {
85
- "name": "Renewable Resources",
86
- "file": "RenewableResources"
87
  },
88
  {
89
- "name": "Characters",
90
- "file": "Characters"
91
  },
92
  {
93
- "name": "Skills",
94
- "file": "Skills"
95
  },
96
  {
97
- "name": "Movement",
98
- "file": "Movement"
99
  },
100
  {
101
- "name": "New Abilities",
102
- "file": "NewAbilities"
103
  },
104
  {
105
- "name": "Cognitive Immersion",
106
- "file": "CognitiveImmersion"
107
  },
108
  {
109
- "name": "Turn-Based Games",
110
- "file": "Turn-BasedGames"
111
  },
112
  {
113
- "name": "Combat",
114
- "file": "Combat"
115
  },
116
  {
117
- "name": "Status Indicators",
118
- "file": "StatusIndicators"
119
  },
120
  {
121
- "name": "Limited Resources",
122
- "file": "LimitedResources"
123
  },
124
  {
125
- "name": "Tick-Based Games",
126
- "file": "Tick-BasedGames"
127
  },
128
  {
129
- "name": "Resources",
130
- "file": "Resources"
131
  },
132
  {
133
- "name": "Privileged Abilities",
134
- "file": "PrivilegedAbilities"
135
  },
136
  {
137
- "name": "Freedom of Choice",
138
- "file": "FreedomofChoice"
139
  }
140
  ],
141
  "pattern_id": "BudgetedActionPoints",
142
  "playable_concept": "Not available yet",
143
  "metadata": {
144
- "version": "1.2.1",
145
- "date_processed": "2025-04-24",
146
  "source_file": "BudgetedActionPoints.htm",
147
- "converter_version": "1.2.1"
148
  }
149
  }
 
3
  "description": "Points that are used by players to do actions during their turns.",
4
  "content": [
5
  "[[Budgeted Action Points]] are a way to let players decide from turn to turn which actions they want to perform. Usually they not only let players have alternatives to choose from but also allow them to perform the same actions several times if wished but at the expense of not then being able to do other actions.",
6
+ "A form of [[Budgeted Action Points]] is used to control how often certain actions can be performed in real-time games. In this case the actions costs a certain amount of points from some value and this value slowly increases until it has reached a maximum point. This means that the amount of uses of the action during a certain amount of time is limited but players can save up points in order to use the actions several times quickly after one another.",
7
+ "Example: the board game Space Hulk has a limited set of action points for each unit in the game. For the player controlling genestealers these action points are used for moving, turning, and attacking in close combat while the player controlling the space marines can use them for these activities and additionally to shoot and reload weapons.",
8
+ "Example: play-by-mail games and other tick-based games let players record what actions they want to do and send them to the game facilitator. In order to make games manageable and not grow exponentially in complexity the number of actions each player can use is set to a certain limit.",
9
+ "Example: calling air strikes, producing ammunition boxes, or handing out health packs in Return to Castle Wolfenstein: Enemy Territory all requires resources from the players doing the actions. These resources are limited by are regained over time, letting players choose between continuously doing the actions at regular intervals or saving up to do several of them in a short time span."
10
  ],
11
  "using_the_pattern": [
12
  "The selection of possible actions which can be paid by the [[Budgeted Action Points]] can be any kind of action that is part of the overall game play, but [[Varied Gameplay]] and [[Tradeoffs]] can be encouraged by having heterogeneous groups. [[Budgeted Action Points]] can be used to give players [[Limited Resources]] for performing actions both before and during gameplay. Before gameplay, this is most often used to give players ways to select [[Skill]] levels or sets of advantages and disadvantages for [[Characters]]. For [[Budgeted Action Points]] that are used during gameplay, common possible actions include: [[Movement]] with different costsfor different terrain and [[Unit]] types to create [[Movement Limitations]]; different forms of actions related to [[Combat]]; and, actions that refill [[Renewable Resources]] such as healing or repairing.",
 
57
  "label": "8. Actions and Events Patterns",
58
  "pattern_links": [
59
  {
60
+ "name": "New Abilities",
61
+ "file": "NewAbilities"
62
  },
63
  {
64
+ "name": "Combat",
65
+ "file": "Combat"
66
  },
67
  {
68
+ "name": "Freedom of Choice",
69
+ "file": "FreedomofChoice"
70
  },
71
  {
72
+ "name": "Movement",
73
+ "file": "Movement"
74
  },
75
  {
76
+ "name": "Skills",
77
+ "file": "Skills"
78
  },
79
  {
80
+ "name": "Varied Gameplay",
81
+ "file": "VariedGameplay"
82
  },
83
  {
84
+ "name": "Limited Resources",
85
+ "file": "LimitedResources"
86
  },
87
  {
88
+ "name": "Investments",
89
+ "file": "Investments"
90
  },
91
  {
92
+ "name": "Movement Limitations",
93
+ "file": "MovementLimitations"
94
  },
95
  {
96
+ "name": "Resources",
97
+ "file": "Resources"
98
  },
99
  {
100
+ "name": "Renewable Resources",
101
+ "file": "RenewableResources"
102
  },
103
  {
104
+ "name": "Status Indicators",
105
+ "file": "StatusIndicators"
106
  },
107
  {
108
+ "name": "Tradeoffs",
109
+ "file": "Tradeoffs"
110
  },
111
  {
112
+ "name": "Analysis Paralysis",
113
+ "file": "AnalysisParalysis"
114
  },
115
  {
116
+ "name": "Privileged Abilities",
117
+ "file": "PrivilegedAbilities"
118
  },
119
  {
120
+ "name": "Balancing Effects",
121
+ "file": "BalancingEffects"
122
  },
123
  {
124
+ "name": "Characters",
125
+ "file": "Characters"
126
  },
127
  {
128
+ "name": "Real-Time Games",
129
+ "file": "Real-TimeGames"
130
  },
131
  {
132
+ "name": "Turn-Based Games",
133
+ "file": "Turn-BasedGames"
134
  },
135
  {
136
+ "name": "Cognitive Immersion",
137
+ "file": "CognitiveImmersion"
138
  },
139
  {
140
+ "name": "Tick-Based Games",
141
+ "file": "Tick-BasedGames"
142
  }
143
  ],
144
  "pattern_id": "BudgetedActionPoints",
145
  "playable_concept": "Not available yet",
146
  "metadata": {
147
+ "version": "1.2.2",
148
+ "date_processed": "2025-04-26",
149
  "source_file": "BudgetedActionPoints.htm",
150
+ "converter_version": "1.2.2"
151
  }
152
  }
Buttons.json CHANGED
@@ -1,7 +1,9 @@
1
  {
2
  "pattern_name": "Buttons",
3
  "description": "Buttons are game elements, which players can use to activate events or actions in the game world.",
4
- "content": [],
 
 
5
  "using_the_pattern": [
6
  "[[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."
7
  ],
@@ -29,21 +31,21 @@
29
  "name": "Controllers",
30
  "file": "Controllers"
31
  },
32
- {
33
- "name": "Irreversible Actions",
34
- "file": "IrreversibleActions"
35
- },
36
  {
37
  "name": "Reversability",
38
  "file": "Reversability"
 
 
 
 
39
  }
40
  ],
41
  "pattern_id": "Buttons",
42
  "playable_concept": "Not available yet",
43
  "metadata": {
44
- "version": "1.2.1",
45
- "date_processed": "2025-04-24",
46
  "source_file": "Buttons.htm",
47
- "converter_version": "1.2.1"
48
  }
49
  }
 
1
  {
2
  "pattern_name": "Buttons",
3
  "description": "Buttons are game elements, which players can use to activate events or actions in the game world.",
4
+ "content": [
5
+ "Example: 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."
6
+ ],
7
  "using_the_pattern": [
8
  "[[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."
9
  ],
 
31
  "name": "Controllers",
32
  "file": "Controllers"
33
  },
 
 
 
 
34
  {
35
  "name": "Reversability",
36
  "file": "Reversability"
37
+ },
38
+ {
39
+ "name": "Irreversible Actions",
40
+ "file": "IrreversibleActions"
41
  }
42
  ],
43
  "pattern_id": "Buttons",
44
  "playable_concept": "Not available yet",
45
  "metadata": {
46
+ "version": "1.2.2",
47
+ "date_processed": "2025-04-26",
48
  "source_file": "Buttons.htm",
49
+ "converter_version": "1.2.2"
50
  }
51
  }
Cameras.json CHANGED
@@ -1,7 +1,10 @@
1
  {
2
  "pattern_name": "Cameras",
3
  "description": "Camera is an abstract game element that decides what is the player's current view to the game world.",
4
- "content": [],
 
 
 
5
  "using_the_pattern": [
6
  "The type of [[Camera]] is usually closely linked to how [[Focus Loci]] and [[Spatial Immersion]] are used in the game: games with [[Avatars]] use[[First-Person Views]] or [[Third-Person Views]], while games with [[Units]] use [[God Views]]. While [[First-Person Views]] and [[Third-Person Views]] easily support [[Imperfect Information]] to players by limiting their control of the [[Camera]], [[God Views]] can achieve similar effect by using [[Fog of War]].",
7
  "Games with [[Avatars]] that include fast movement often let the players choose from several different camera views based on [[First-Person View]] or [[Third-Person Views]]. Examples of these are chase cameras, which do not follow the [[Avatar]] but missiles or bullets shot by the [[Avatar]] and fly-by cameras, which lock the camera position while tracing the movement of the [[Avatar]].",
@@ -32,53 +35,49 @@
32
  },
33
  "examples": [
34
  "Real-time strategy games allow the players to move the camera across the whole game world but the position of the game elements, and in many cases not even the terrain, is typically not revealed. God games, in contrast, allow players to have a complete view of the area that is being viewed. First-person shooters, as the name implies, usually provide first-person views while racing games often let players choose between first-person views to support spatial immersion and third-person views that allow better overview of the local game world environment.",
35
- "Super Mario 64 provides an exception to the rule that Cameras are abstract objects that are not explained within the game world: although not affected by events in the game world, the camera, and the cameraman, can be seen in mirrors. Another minor exception is the camera in the party game Monkey Boxing in Super Monkey Ball 2, which can be hit during the celebration scene when one of the monkeys has won the game."
36
  ],
37
  "label": "5. Game Design Patterns for Game Elements",
38
  "pattern_links": [
39
  {
40
- "name": "Units",
41
- "file": "Units"
42
- },
43
- {
44
- "name": "Cameras",
45
- "file": "Cameras"
46
  },
47
  {
48
  "name": "Extra-Game Actions",
49
  "file": "Extra-GameActions"
50
  },
51
  {
52
- "name": "God Views",
53
- "file": "GodViews"
54
- },
55
- {
56
- "name": "Attention Swapping",
57
- "file": "AttentionSwapping"
58
  },
59
  {
60
  "name": "Fog of War",
61
  "file": "FogofWar"
62
  },
63
  {
64
- "name": "Tradeoffs",
65
- "file": "Tradeoffs"
66
  },
67
  {
68
- "name": "Consistent Reality Logic",
69
- "file": "ConsistentRealityLogic"
70
  },
71
  {
72
- "name": "Spatial Immersion",
73
- "file": "SpatialImmersion"
 
 
 
 
74
  }
75
  ],
76
  "pattern_id": "Cameras",
77
  "playable_concept": "Not available yet",
78
  "metadata": {
79
- "version": "1.2.1",
80
- "date_processed": "2025-04-24",
81
  "source_file": "Cameras.htm",
82
- "converter_version": "1.2.1"
83
  }
84
  }
 
1
  {
2
  "pattern_name": "Cameras",
3
  "description": "Camera is an abstract game element that decides what is the player's current view to the game world.",
4
+ "content": [
5
+ "Example: Real-time strategy games allow the players to move the camera across the whole game world but the position of the game elements, and in many cases not even the terrain, is typically not revealed. God games, in contrast, allow players to have a complete view of the area that is being viewed. First-person shooters, as the name implies, usually provide first-person views while racing games often let players choose between first-person views to support spatial immersion and third-person views that allow better overview of the local game world environment.",
6
+ "Example: Super Mario 64 provides an exception to the rule that [[Cameras]] are abstract objects that are not explained within the game world: although not affected by events in the game world, the camera, and the cameraman, can be seen in mirrors. Another minor exception is the camera in the party game Monkey Boxing in Super Monkey Ball 2, which can be hit during the celebration scene when one of the monkeys has won the game."
7
+ ],
8
  "using_the_pattern": [
9
  "The type of [[Camera]] is usually closely linked to how [[Focus Loci]] and [[Spatial Immersion]] are used in the game: games with [[Avatars]] use[[First-Person Views]] or [[Third-Person Views]], while games with [[Units]] use [[God Views]]. While [[First-Person Views]] and [[Third-Person Views]] easily support [[Imperfect Information]] to players by limiting their control of the [[Camera]], [[God Views]] can achieve similar effect by using [[Fog of War]].",
10
  "Games with [[Avatars]] that include fast movement often let the players choose from several different camera views based on [[First-Person View]] or [[Third-Person Views]]. Examples of these are chase cameras, which do not follow the [[Avatar]] but missiles or bullets shot by the [[Avatar]] and fly-by cameras, which lock the camera position while tracing the movement of the [[Avatar]].",
 
35
  },
36
  "examples": [
37
  "Real-time strategy games allow the players to move the camera across the whole game world but the position of the game elements, and in many cases not even the terrain, is typically not revealed. God games, in contrast, allow players to have a complete view of the area that is being viewed. First-person shooters, as the name implies, usually provide first-person views while racing games often let players choose between first-person views to support spatial immersion and third-person views that allow better overview of the local game world environment.",
38
+ "Super Mario 64 provides an exception to the rule that [[Cameras]] are abstract objects that are not explained within the game world: although not affected by events in the game world, the camera, and the cameraman, can be seen in mirrors. Another minor exception is the camera in the party game Monkey Boxing in Super Monkey Ball 2, which can be hit during the celebration scene when one of the monkeys has won the game."
39
  ],
40
  "label": "5. Game Design Patterns for Game Elements",
41
  "pattern_links": [
42
  {
43
+ "name": "Consistent Reality Logic",
44
+ "file": "ConsistentRealityLogic"
 
 
 
 
45
  },
46
  {
47
  "name": "Extra-Game Actions",
48
  "file": "Extra-GameActions"
49
  },
50
  {
51
+ "name": "Spatial Immersion",
52
+ "file": "SpatialImmersion"
 
 
 
 
53
  },
54
  {
55
  "name": "Fog of War",
56
  "file": "FogofWar"
57
  },
58
  {
59
+ "name": "God Views",
60
+ "file": "GodViews"
61
  },
62
  {
63
+ "name": "Units",
64
+ "file": "Units"
65
  },
66
  {
67
+ "name": "Tradeoffs",
68
+ "file": "Tradeoffs"
69
+ },
70
+ {
71
+ "name": "Attention Swapping",
72
+ "file": "AttentionSwapping"
73
  }
74
  ],
75
  "pattern_id": "Cameras",
76
  "playable_concept": "Not available yet",
77
  "metadata": {
78
+ "version": "1.2.2",
79
+ "date_processed": "2025-04-26",
80
  "source_file": "Cameras.htm",
81
+ "converter_version": "1.2.2"
82
  }
83
  }
Camping.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Camping",
3
  "description": "Staying in one location in the game for extended periods of time and perform the same action repeatedly.",
4
  "content": [
5
- "Some areas in games are so advantageous to players that they can form the game tactics on being in that area and letting players and game events come to them. This usually is combined with performing a small range of actions and waiting for the opportunity to do them."
 
6
  ],
7
  "using_the_pattern": [
8
  "Creating the possibility of [[Camping]] consist of designing weapons and locations that support the activity. The weapons are typically powerful but do not have to be fast as campers are usual well-prepared. The locations should be difficult to reach, in practice being [[Inaccessible Areas]] except through the line of fire from the camper.",
@@ -37,49 +38,49 @@
37
  ],
38
  "label": "8. Actions and Events Patterns",
39
  "pattern_links": [
40
- {
41
- "name": "Varied Gameplay",
42
- "file": "VariedGameplay"
43
- },
44
- {
45
- "name": "Game World",
46
- "file": "GameWorld"
47
- },
48
  {
49
  "name": "Guard",
50
  "file": "Guard"
51
  },
52
  {
53
- "name": "Stealth",
54
- "file": "Stealth"
55
  },
56
  {
57
- "name": "No-Ops",
58
- "file": "No-Ops"
59
  },
60
  {
61
  "name": "Spawn Points",
62
  "file": "SpawnPoints"
63
  },
64
- {
65
- "name": "Inaccessible Areas",
66
- "file": "InaccessibleAreas"
67
- },
68
  {
69
  "name": "Player Balance",
70
  "file": "PlayerBalance"
71
  },
72
  {
73
- "name": "Spawning",
74
- "file": "Spawning"
 
 
 
 
 
 
 
 
 
 
 
 
75
  }
76
  ],
77
  "pattern_id": "Camping",
78
  "playable_concept": "Not available yet",
79
  "metadata": {
80
- "version": "1.2.1",
81
- "date_processed": "2025-04-24",
82
  "source_file": "Camping.htm",
83
- "converter_version": "1.2.1"
84
  }
85
  }
 
2
  "pattern_name": "Camping",
3
  "description": "Staying in one location in the game for extended periods of time and perform the same action repeatedly.",
4
  "content": [
5
+ "Some areas in games are so advantageous to players that they can form the game tactics on being in that area and letting players and game events come to them. This usually is combined with performing a small range of actions and waiting for the opportunity to do them.",
6
+ "Example: Weapons in first-person shooters that are good for sniping together with inaccessible areas create opportunities for camping."
7
  ],
8
  "using_the_pattern": [
9
  "Creating the possibility of [[Camping]] consist of designing weapons and locations that support the activity. The weapons are typically powerful but do not have to be fast as campers are usual well-prepared. The locations should be difficult to reach, in practice being [[Inaccessible Areas]] except through the line of fire from the camper.",
 
38
  ],
39
  "label": "8. Actions and Events Patterns",
40
  "pattern_links": [
 
 
 
 
 
 
 
 
41
  {
42
  "name": "Guard",
43
  "file": "Guard"
44
  },
45
  {
46
+ "name": "Inaccessible Areas",
47
+ "file": "InaccessibleAreas"
48
  },
49
  {
50
+ "name": "Spawning",
51
+ "file": "Spawning"
52
  },
53
  {
54
  "name": "Spawn Points",
55
  "file": "SpawnPoints"
56
  },
 
 
 
 
57
  {
58
  "name": "Player Balance",
59
  "file": "PlayerBalance"
60
  },
61
  {
62
+ "name": "Stealth",
63
+ "file": "Stealth"
64
+ },
65
+ {
66
+ "name": "No-Ops",
67
+ "file": "No-Ops"
68
+ },
69
+ {
70
+ "name": "Varied Gameplay",
71
+ "file": "VariedGameplay"
72
+ },
73
+ {
74
+ "name": "Game World",
75
+ "file": "GameWorld"
76
  }
77
  ],
78
  "pattern_id": "Camping",
79
  "playable_concept": "Not available yet",
80
  "metadata": {
81
+ "version": "1.2.2",
82
+ "date_processed": "2025-04-26",
83
  "source_file": "Camping.htm",
84
+ "converter_version": "1.2.2"
85
  }
86
  }
Capture.json CHANGED
@@ -2,7 +2,10 @@
2
  "pattern_name": "Capture",
3
  "description": "Capture is the goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.",
4
  "content": [
5
- "The [[Capture]] is done directly by the actions performed by game elements under a player's control; thus, shooting an opponent in a first-person shooter is not an example of [[Capture]]."
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The prime design choice regarding [[Capture]] is to decide if the aim is to [[Eliminate]] or [[Gain Ownership]], but can in both cases be seen as a struggle over [[Ownership]]. As [[Capture]] is most often done through the actions of a game element under a player's control, determining what game elements can be used to [[Capture]] is usually a part of defining the goal.",
@@ -45,111 +48,107 @@
45
  "Potentially conflicting with": []
46
  },
47
  "examples": [
48
- "Go allows Capture by completely enclosing an enemy group of stones.",
49
  "Qix allows the player to catch computer-controlled units by enclosing them in the smaller area of the two areas that are created by outlining a path in the unmarked part of the game area.",
50
  "Priests in Age of Empires can convert pieces controlled by other players as their main offensive action."
51
  ],
52
  "label": "11. Game Design Patterns for Goals",
53
  "pattern_links": [
54
  {
55
- "name": "Real-Time Games",
56
- "file": "Real-TimeGames"
57
  },
58
  {
59
- "name": "Eliminate",
60
- "file": "Eliminate"
61
  },
62
  {
63
- "name": "Timing",
64
- "file": "Timing"
65
  },
66
  {
67
- "name": "Enclosure",
68
- "file": "Enclosure"
69
  },
70
  {
71
- "name": "Configuration",
72
- "file": "Configuration"
73
  },
74
  {
75
- "name": "Movement",
76
- "file": "Movement"
77
  },
78
  {
79
- "name": "Gain Ownership",
80
- "file": "GainOwnership"
81
  },
82
  {
83
- "name": "Connection",
84
- "file": "Connection"
85
  },
86
  {
87
- "name": "Alignment",
88
- "file": "Alignment"
89
  },
90
  {
91
- "name": "Transfer of Control",
92
- "file": "TransferofControl"
93
  },
94
  {
95
- "name": "Ownership",
96
- "file": "Ownership"
97
  },
98
  {
99
- "name": "Turn Taking",
100
- "file": "TurnTaking"
101
  },
102
  {
103
- "name": "Preventing Goals",
104
- "file": "PreventingGoals"
105
  },
106
  {
107
- "name": "Turn-Based Games",
108
- "file": "Turn-BasedGames"
109
  },
110
  {
111
- "name": "Capture",
112
- "file": "Capture"
113
  },
114
  {
115
- "name": "Combat",
116
- "file": "Combat"
117
  },
118
  {
119
  "name": "Evade",
120
  "file": "Evade"
121
  },
122
  {
123
- "name": "Maneuvering",
124
- "file": "Maneuvering"
125
- },
126
- {
127
- "name": "Higher-Level Closures as Gameplay Progresses",
128
- "file": "Higher-LevelClosuresasGameplayProgresses"
129
  },
130
  {
131
- "name": "Overcome",
132
- "file": "Overcome"
133
  },
134
  {
135
- "name": "Puzzle Solving",
136
- "file": "PuzzleSolving"
137
  },
138
  {
139
- "name": "Contact",
140
- "file": "Contact"
141
  },
142
  {
143
- "name": "Aim & Shoot",
144
- "file": "Aim&Shoot"
145
  }
146
  ],
147
  "pattern_id": "Capture",
148
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207",
149
  "metadata": {
150
- "version": "1.2.1",
151
- "date_processed": "2025-04-24",
152
  "source_file": "Capture.htm",
153
- "converter_version": "1.2.1"
154
  }
155
  }
 
2
  "pattern_name": "Capture",
3
  "description": "Capture is the goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.",
4
  "content": [
5
+ "The [[Capture]] is done directly by the actions performed by game elements under a player's control; thus, shooting an opponent in a first-person shooter is not an example of [[Capture]].",
6
+ "Example: Go allows [[Capture]] by completely enclosing an enemy group of stones.",
7
+ "Example: Qix allows the player to catch computer-controlled units by enclosing them in the smaller area of the two areas that are created by outlining a path in the unmarked part of the game area.",
8
+ "Example: Priests in Age of Empires can convert pieces controlled by other players as their main offensive action."
9
  ],
10
  "using_the_pattern": [
11
  "The prime design choice regarding [[Capture]] is to decide if the aim is to [[Eliminate]] or [[Gain Ownership]], but can in both cases be seen as a struggle over [[Ownership]]. As [[Capture]] is most often done through the actions of a game element under a player's control, determining what game elements can be used to [[Capture]] is usually a part of defining the goal.",
 
48
  "Potentially conflicting with": []
49
  },
50
  "examples": [
51
+ "Go allows [[Capture]] by completely enclosing an enemy group of stones.",
52
  "Qix allows the player to catch computer-controlled units by enclosing them in the smaller area of the two areas that are created by outlining a path in the unmarked part of the game area.",
53
  "Priests in Age of Empires can convert pieces controlled by other players as their main offensive action."
54
  ],
55
  "label": "11. Game Design Patterns for Goals",
56
  "pattern_links": [
57
  {
58
+ "name": "Contact",
59
+ "file": "Contact"
60
  },
61
  {
62
+ "name": "Combat",
63
+ "file": "Combat"
64
  },
65
  {
66
+ "name": "Overcome",
67
+ "file": "Overcome"
68
  },
69
  {
70
+ "name": "Timing",
71
+ "file": "Timing"
72
  },
73
  {
74
+ "name": "Connection",
75
+ "file": "Connection"
76
  },
77
  {
78
+ "name": "Puzzle Solving",
79
+ "file": "PuzzleSolving"
80
  },
81
  {
82
+ "name": "Ownership",
83
+ "file": "Ownership"
84
  },
85
  {
86
+ "name": "Aim & Shoot",
87
+ "file": "Aim&Shoot"
88
  },
89
  {
90
+ "name": "Movement",
91
+ "file": "Movement"
92
  },
93
  {
94
+ "name": "Enclosure",
95
+ "file": "Enclosure"
96
  },
97
  {
98
+ "name": "Gain Ownership",
99
+ "file": "GainOwnership"
100
  },
101
  {
102
+ "name": "Higher-Level Closures as Gameplay Progresses",
103
+ "file": "Higher-LevelClosuresasGameplayProgresses"
104
  },
105
  {
106
+ "name": "Eliminate",
107
+ "file": "Eliminate"
108
  },
109
  {
110
+ "name": "Alignment",
111
+ "file": "Alignment"
112
  },
113
  {
114
+ "name": "Configuration",
115
+ "file": "Configuration"
116
  },
117
  {
118
+ "name": "Turn Taking",
119
+ "file": "TurnTaking"
120
  },
121
  {
122
  "name": "Evade",
123
  "file": "Evade"
124
  },
125
  {
126
+ "name": "Transfer of Control",
127
+ "file": "TransferofControl"
 
 
 
 
128
  },
129
  {
130
+ "name": "Preventing Goals",
131
+ "file": "PreventingGoals"
132
  },
133
  {
134
+ "name": "Real-Time Games",
135
+ "file": "Real-TimeGames"
136
  },
137
  {
138
+ "name": "Turn-Based Games",
139
+ "file": "Turn-BasedGames"
140
  },
141
  {
142
+ "name": "Maneuvering",
143
+ "file": "Maneuvering"
144
  }
145
  ],
146
  "pattern_id": "Capture",
147
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207",
148
  "metadata": {
149
+ "version": "1.2.2",
150
+ "date_processed": "2025-04-26",
151
  "source_file": "Capture.htm",
152
+ "converter_version": "1.2.2"
153
  }
154
  }
CardHands.json CHANGED
@@ -1,7 +1,10 @@
1
  {
2
  "pattern_name": "Card Hands",
3
  "description": "A Card Hand consists of the cards, which are owned by the player, but which have not yet been put into play.",
4
- "content": [],
 
 
 
5
  "using_the_pattern": [
6
  "The basic design question when using [[Card Hands]] is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a [[Drawing Stack]].",
7
  "Another fundamental design question regarding [[Card Hands]] is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of [[Limited Resources]] and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a [[Closed Economy]] and frees the game design to determine the game length by other means.",
@@ -29,15 +32,11 @@
29
  "Potentially conflicting with": []
30
  },
31
  "examples": [
32
- "in Poker each of the players is dealt five cards, which define the Card Hand for each player.",
33
- "Bohnanza is a card game where the order of the cards in the Card Hand is important, as the players have to play the cards in a specific sequence."
34
  ],
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
37
- {
38
- "name": "Card Hand",
39
- "file": "CardHands"
40
- },
41
  {
42
  "name": "Tile-Laying",
43
  "file": "Tile-Laying"
@@ -46,37 +45,37 @@
46
  "name": "Ownership",
47
  "file": "Ownership"
48
  },
49
- {
50
- "name": "Tiles",
51
- "file": "Tiles"
52
- },
53
  {
54
  "name": "Asymmetric Information",
55
  "file": "AsymmetricInformation"
56
  },
57
  {
58
- "name": "Cards",
59
- "file": "Cards"
60
- },
61
- {
62
- "name": "Secret Resources",
63
- "file": "SecretResources"
64
  },
65
  {
66
  "name": "Container",
67
  "file": "Container"
68
  },
69
  {
70
- "name": "Gain Information",
71
- "file": "GainInformation"
 
 
 
 
 
 
 
 
72
  }
73
  ],
74
  "pattern_id": "CardHands",
75
  "playable_concept": "Not available yet",
76
  "metadata": {
77
- "version": "1.2.1",
78
- "date_processed": "2025-04-24",
79
  "source_file": "CardHands.htm",
80
- "converter_version": "1.2.1"
81
  }
82
  }
 
1
  {
2
  "pattern_name": "Card Hands",
3
  "description": "A Card Hand consists of the cards, which are owned by the player, but which have not yet been put into play.",
4
+ "content": [
5
+ "Example: in Poker each of the players is dealt five cards, which define the [[Card Hand]] for each player.",
6
+ "Example: Bohnanza is a card game where the order of the cards in the [[Card Hand]] is important, as the players have to play the cards in a specific sequence."
7
+ ],
8
  "using_the_pattern": [
9
  "The basic design question when using [[Card Hands]] is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a [[Drawing Stack]].",
10
  "Another fundamental design question regarding [[Card Hands]] is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of [[Limited Resources]] and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a [[Closed Economy]] and frees the game design to determine the game length by other means.",
 
32
  "Potentially conflicting with": []
33
  },
34
  "examples": [
35
+ "in Poker each of the players is dealt five cards, which define the [[Card Hand]] for each player.",
36
+ "Bohnanza is a card game where the order of the cards in the [[Card Hand]] is important, as the players have to play the cards in a specific sequence."
37
  ],
38
  "label": "5. Game Design Patterns for Game Elements",
39
  "pattern_links": [
 
 
 
 
40
  {
41
  "name": "Tile-Laying",
42
  "file": "Tile-Laying"
 
45
  "name": "Ownership",
46
  "file": "Ownership"
47
  },
 
 
 
 
48
  {
49
  "name": "Asymmetric Information",
50
  "file": "AsymmetricInformation"
51
  },
52
  {
53
+ "name": "Gain Information",
54
+ "file": "GainInformation"
 
 
 
 
55
  },
56
  {
57
  "name": "Container",
58
  "file": "Container"
59
  },
60
  {
61
+ "name": "Tiles",
62
+ "file": "Tiles"
63
+ },
64
+ {
65
+ "name": "Cards",
66
+ "file": "Cards"
67
+ },
68
+ {
69
+ "name": "Secret Resources",
70
+ "file": "SecretResources"
71
  }
72
  ],
73
  "pattern_id": "CardHands",
74
  "playable_concept": "Not available yet",
75
  "metadata": {
76
+ "version": "1.2.2",
77
+ "date_processed": "2025-04-26",
78
  "source_file": "CardHands.htm",
79
+ "converter_version": "1.2.2"
80
  }
81
  }
Cards.json CHANGED
@@ -3,7 +3,10 @@
3
  "description": "Cards are physical game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.",
4
  "content": [
5
  "Cards are common game elements in traditional games. They provide an easy way to randomize distribution and keep that distribution secret from players. The information can either be secret to all players, as for example when the game uses a stack from which cards are drawn, or known only to one player, as is the case in card games where each player has a card hand. The use of cards also allow game designers to choose the exact distribution, not only guaranteeing the overall chance for a value specified by a card to be drawn but also guaranteeing that certain values will appear during gameplay.",
6
- "See The Penguin Encyclopedia of Card Games by Parlett for numerous examples of card games."
 
 
 
7
  ],
8
  "using_the_pattern": [
9
  "The most well-known card games use the common card pack with 52 cards in four suits. However, there are many other types of card packs and many games use game specific card sets to provide either additional or different information or to have different distributions of the cards.",
@@ -34,62 +37,58 @@
34
  },
35
  "examples": [
36
  "The common set of cards, used for example in Blackjack or Poker, consists of 52 cards split between four suits of 13 cards each, where the 13 cards are numbered from 2 to 10 and include a knight, queen, king and ace.",
37
- "alternative card designs include the \"card sets\" of collectable card games such as Magic: the Gathering or Illuminati: New World Order. In both of these several different categories of cards are mixed and are required to be used in order to win, some enabling actions, some acting as resources generators. Illuminati: New World Order also uses spatial relationships of the Cards as a meaningful element of the gameplay.",
38
- "the board game Talisman uses Cards to randomize the contents of areas on the game board, and the Card Hands players possess are public inventories of items found."
39
  ],
40
  "label": "5. Game Design Patterns for Game Elements",
41
  "pattern_links": [
42
  {
43
- "name": "Card Hands",
44
- "file": "CardHands"
45
  },
46
  {
47
- "name": "Randomness",
48
- "file": "Randomness"
49
  },
50
  {
51
  "name": "Imperfect Information",
52
  "file": "ImperfectInformation"
53
  },
54
  {
55
- "name": "Discard Piles",
56
- "file": "DiscardPiles"
57
  },
58
  {
59
- "name": "Book-Keeping Tokens",
60
- "file": "Book-KeepingTokens"
61
  },
62
  {
63
- "name": "Cards",
64
- "file": "Cards"
65
  },
66
  {
67
- "name": "Focus Loci",
68
- "file": "FocusLoci"
69
  },
70
  {
71
- "name": "Consumers",
72
- "file": "Consumers"
73
  },
74
  {
75
- "name": "Converters",
76
- "file": "Converters"
77
  },
78
  {
79
  "name": "Drawing Stacks",
80
  "file": "DrawingStacks"
81
- },
82
- {
83
- "name": "Non-Renewable Resources",
84
- "file": "Non-RenewableResources"
85
  }
86
  ],
87
  "pattern_id": "Cards",
88
  "playable_concept": "Not available yet",
89
  "metadata": {
90
- "version": "1.2.1",
91
- "date_processed": "2025-04-24",
92
  "source_file": "Cards.htm",
93
- "converter_version": "1.2.1"
94
  }
95
  }
 
3
  "description": "Cards are physical game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.",
4
  "content": [
5
  "Cards are common game elements in traditional games. They provide an easy way to randomize distribution and keep that distribution secret from players. The information can either be secret to all players, as for example when the game uses a stack from which cards are drawn, or known only to one player, as is the case in card games where each player has a card hand. The use of cards also allow game designers to choose the exact distribution, not only guaranteeing the overall chance for a value specified by a card to be drawn but also guaranteeing that certain values will appear during gameplay.",
6
+ "See The Penguin Encyclopedia of Card Games by Parlett for numerous examples of card games.",
7
+ "Example: The common set of cards, used for example in Blackjack or Poker, consists of 52 cards split between four suits of 13 cards each, where the 13 cards are numbered from 2 to 10 and include a knight, queen, king and ace.",
8
+ "Example: alternative card designs include the \"card sets\" of collectable card games such as Magic: the Gathering or Illuminati: New World Order. In both of these several different categories of cards are mixed and are required to be used in order to win, some enabling actions, some acting as resources generators. Illuminati: New World Order also uses spatial relationships of the [[Cards]] as a meaningful element of the gameplay.",
9
+ "Example: the board game Talisman uses [[Cards]] to randomize the contents of areas on the game board, and the [[Card Hands]] players possess are public inventories of items found."
10
  ],
11
  "using_the_pattern": [
12
  "The most well-known card games use the common card pack with 52 cards in four suits. However, there are many other types of card packs and many games use game specific card sets to provide either additional or different information or to have different distributions of the cards.",
 
37
  },
38
  "examples": [
39
  "The common set of cards, used for example in Blackjack or Poker, consists of 52 cards split between four suits of 13 cards each, where the 13 cards are numbered from 2 to 10 and include a knight, queen, king and ace.",
40
+ "alternative card designs include the \"card sets\" of collectable card games such as Magic: the Gathering or Illuminati: New World Order. In both of these several different categories of cards are mixed and are required to be used in order to win, some enabling actions, some acting as resources generators. Illuminati: New World Order also uses spatial relationships of the [[Cards]] as a meaningful element of the gameplay.",
41
+ "the board game Talisman uses [[Cards]] to randomize the contents of areas on the game board, and the [[Card Hands]] players possess are public inventories of items found."
42
  ],
43
  "label": "5. Game Design Patterns for Game Elements",
44
  "pattern_links": [
45
  {
46
+ "name": "Consumers",
47
+ "file": "Consumers"
48
  },
49
  {
50
+ "name": "Card Hands",
51
+ "file": "CardHands"
52
  },
53
  {
54
  "name": "Imperfect Information",
55
  "file": "ImperfectInformation"
56
  },
57
  {
58
+ "name": "Non-Renewable Resources",
59
+ "file": "Non-RenewableResources"
60
  },
61
  {
62
+ "name": "Randomness",
63
+ "file": "Randomness"
64
  },
65
  {
66
+ "name": "Discard Piles",
67
+ "file": "DiscardPiles"
68
  },
69
  {
70
+ "name": "Converters",
71
+ "file": "Converters"
72
  },
73
  {
74
+ "name": "Book-Keeping Tokens",
75
+ "file": "Book-KeepingTokens"
76
  },
77
  {
78
+ "name": "Focus Loci",
79
+ "file": "FocusLoci"
80
  },
81
  {
82
  "name": "Drawing Stacks",
83
  "file": "DrawingStacks"
 
 
 
 
84
  }
85
  ],
86
  "pattern_id": "Cards",
87
  "playable_concept": "Not available yet",
88
  "metadata": {
89
+ "version": "1.2.2",
90
+ "date_processed": "2025-04-26",
91
  "source_file": "Cards.htm",
92
+ "converter_version": "1.2.2"
93
  }
94
  }
CharacterDevelopment.json CHANGED
@@ -2,7 +2,11 @@
2
  "pattern_name": "Character Development",
3
  "description": "The improvement of characters' skills or knowledge.",
4
  "content": [
5
- "Games with characters that can change offer chances for [[Character Development]]. This can either be in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. The changes can either be described as improvements in skills or changes in attitude toward other characters and the [[Game World]]."
 
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Character Development]] is defined by two characteristics: what caused the development and what effect the development has. Common causes for [[Character Development]] are from parts of [[Rewards]] or [[Investments]]. The latter is usually done by various forms of [[Collecting]] to complete [[Gain Competence]] goals and may be [[Planned Character Development]] if players had the [[Freedom of Choice]] to create [[Player Defined Goals]]. If the effects of [[Rewards]] that give [[Character Development]] were known before they were received, they may also give these goals but are more likely to be part of the unfolding of a [[Narrative Structure]].",
@@ -51,128 +55,124 @@
51
  ]
52
  },
53
  "examples": [
54
- "The characters in The Sims have a range of skills and jobs as explicit values of Character Development. Other values such as the relationships between characters can be used by the player to read emotional or social character development into the characters, but this is not supported by the game system.",
55
- "The Tamagochi toys can be said to allow players to influence the virtual pets in the game to have Character Development.",
56
- "Some tabletop roleplaying games use skill improvements as a measure of Character Development. In these cases, it is common with progressively slower advancement and diminishing return for trying to raise the skill; a common way of achieving this is to require a roll above the skill level to increase the skill level.",
57
- "Character levels associated with skill improvements are a general way of measuring Character Development. These levels are typically raised by gaining experience points and give the players' characters more hit points and abilities."
58
  ],
59
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
60
  "pattern_links": [
61
  {
62
- "name": "Varied Gameplay",
63
- "file": "VariedGameplay"
64
  },
65
  {
66
- "name": "Collecting",
67
- "file": "Collecting"
68
  },
69
  {
70
- "name": "Extra-Game Consequences",
71
- "file": "Extra-GameConsequences"
72
  },
73
  {
74
- "name": "Investments",
75
- "file": "Investments"
76
  },
77
  {
78
- "name": "Player Balance",
79
- "file": "PlayerBalance"
80
  },
81
  {
82
- "name": "Improved Abilities",
83
- "file": "ImprovedAbilities"
84
  },
85
  {
86
- "name": "Balancing Effects",
87
- "file": "BalancingEffects"
88
  },
89
  {
90
- "name": "Paper-Rock-Scissors",
91
- "file": "Paper-Rock-Scissors"
92
  },
93
  {
94
- "name": "Diminishing Returns",
95
- "file": "DiminishingReturns"
96
  },
97
  {
98
- "name": "Avatars",
99
- "file": "Avatars"
100
  },
101
  {
102
- "name": "Gain Competence",
103
- "file": "GainCompetence"
104
  },
105
  {
106
- "name": "Characters",
107
- "file": "Characters"
108
  },
109
  {
110
- "name": "Skills",
111
- "file": "Skills"
112
  },
113
  {
114
- "name": "Planned Character Development",
115
- "file": "PlannedCharacterDevelopment"
116
  },
117
  {
118
- "name": "Trans-Game Information",
119
- "file": "Trans-GameInformation"
120
  },
121
  {
122
- "name": "New Abilities",
123
- "file": "NewAbilities"
124
  },
125
  {
126
- "name": "Perceived Chance to Succeed",
127
- "file": "PerceivedChancetoSucceed"
128
  },
129
  {
130
- "name": "Player Defined Goals",
131
- "file": "PlayerDefinedGoals"
132
  },
133
  {
134
- "name": "Narrative Structures",
135
- "file": "NarrativeStructures"
136
  },
137
  {
138
- "name": "Consistent Reality Logic",
139
- "file": "ConsistentRealityLogic"
140
  },
141
  {
142
- "name": "Character Development",
143
- "file": "CharacterDevelopment"
144
  },
145
  {
146
- "name": "Ability Losses",
147
- "file": "AbilityLosses"
148
  },
149
  {
150
  "name": "Rewards",
151
  "file": "Rewards"
152
  },
153
  {
154
- "name": "Roleplaying",
155
- "file": "Roleplaying"
156
- },
157
- {
158
- "name": "Privileged Abilities",
159
- "file": "PrivilegedAbilities"
160
  },
161
  {
162
- "name": "Freedom of Choice",
163
- "file": "FreedomofChoice"
164
  },
165
  {
166
- "name": "Persistent Game Worlds",
167
- "file": "PersistentGameWorlds"
168
  }
169
  ],
170
  "pattern_id": "CharacterDevelopment",
171
  "playable_concept": "Not available yet",
172
  "metadata": {
173
- "version": "1.2.1",
174
- "date_processed": "2025-04-24",
175
  "source_file": "CharacterDevelopment.htm",
176
- "converter_version": "1.2.1"
177
  }
178
  }
 
2
  "pattern_name": "Character Development",
3
  "description": "The improvement of characters' skills or knowledge.",
4
  "content": [
5
+ "Games with characters that can change offer chances for [[Character Development]]. This can either be in the form of becoming more likely to succeed with actions, or make actions that were previously unavailable possible. The changes can either be described as improvements in skills or changes in attitude toward other characters and the [[Game World]].",
6
+ "Example: The characters in The Sims have a range of skills and jobs as explicit values of [[Character Development]]. Other values such as the relationships between characters can be used by the player to read emotional or social character development into the characters, but this is not supported by the game system.",
7
+ "Example: The Tamagochi toys can be said to allow players to influence the virtual pets in the game to have [[Character Development]].",
8
+ "Example: Some tabletop roleplaying games use skill improvements as a measure of [[Character Development]]. In these cases, it is common with progressively slower advancement and diminishing return for trying to raise the skill; a common way of achieving this is to require a roll above the skill level to increase the skill level.",
9
+ "Example: Character levels associated with skill improvements are a general way of measuring [[Character Development]]. These levels are typically raised by gaining experience points and give the players' characters more hit points and abilities."
10
  ],
11
  "using_the_pattern": [
12
  "[[Character Development]] is defined by two characteristics: what caused the development and what effect the development has. Common causes for [[Character Development]] are from parts of [[Rewards]] or [[Investments]]. The latter is usually done by various forms of [[Collecting]] to complete [[Gain Competence]] goals and may be [[Planned Character Development]] if players had the [[Freedom of Choice]] to create [[Player Defined Goals]]. If the effects of [[Rewards]] that give [[Character Development]] were known before they were received, they may also give these goals but are more likely to be part of the unfolding of a [[Narrative Structure]].",
 
55
  ]
56
  },
57
  "examples": [
58
+ "The characters in The Sims have a range of skills and jobs as explicit values of [[Character Development]]. Other values such as the relationships between characters can be used by the player to read emotional or social character development into the characters, but this is not supported by the game system.",
59
+ "The Tamagochi toys can be said to allow players to influence the virtual pets in the game to have [[Character Development]].",
60
+ "Some tabletop roleplaying games use skill improvements as a measure of [[Character Development]]. In these cases, it is common with progressively slower advancement and diminishing return for trying to raise the skill; a common way of achieving this is to require a roll above the skill level to increase the skill level.",
61
+ "Character levels associated with skill improvements are a general way of measuring [[Character Development]]. These levels are typically raised by gaining experience points and give the players' characters more hit points and abilities."
62
  ],
63
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
64
  "pattern_links": [
65
  {
66
+ "name": "New Abilities",
67
+ "file": "NewAbilities"
68
  },
69
  {
70
+ "name": "Ability Losses",
71
+ "file": "AbilityLosses"
72
  },
73
  {
74
+ "name": "Trans-Game Information",
75
+ "file": "Trans-GameInformation"
76
  },
77
  {
78
+ "name": "Paper-Rock-Scissors",
79
+ "file": "Paper-Rock-Scissors"
80
  },
81
  {
82
+ "name": "Narrative Structures",
83
+ "file": "NarrativeStructures"
84
  },
85
  {
86
+ "name": "Freedom of Choice",
87
+ "file": "FreedomofChoice"
88
  },
89
  {
90
+ "name": "Player Defined Goals",
91
+ "file": "PlayerDefinedGoals"
92
  },
93
  {
94
+ "name": "Consistent Reality Logic",
95
+ "file": "ConsistentRealityLogic"
96
  },
97
  {
98
+ "name": "Persistent Game Worlds",
99
+ "file": "PersistentGameWorlds"
100
  },
101
  {
102
+ "name": "Skills",
103
+ "file": "Skills"
104
  },
105
  {
106
+ "name": "Varied Gameplay",
107
+ "file": "VariedGameplay"
108
  },
109
  {
110
+ "name": "Perceived Chance to Succeed",
111
+ "file": "PerceivedChancetoSucceed"
112
  },
113
  {
114
+ "name": "Player Balance",
115
+ "file": "PlayerBalance"
116
  },
117
  {
118
+ "name": "Investments",
119
+ "file": "Investments"
120
  },
121
  {
122
+ "name": "Collecting",
123
+ "file": "Collecting"
124
  },
125
  {
126
+ "name": "Privileged Abilities",
127
+ "file": "PrivilegedAbilities"
128
  },
129
  {
130
+ "name": "Characters",
131
+ "file": "Characters"
132
  },
133
  {
134
+ "name": "Balancing Effects",
135
+ "file": "BalancingEffects"
136
  },
137
  {
138
+ "name": "Roleplaying",
139
+ "file": "Roleplaying"
140
  },
141
  {
142
+ "name": "Gain Competence",
143
+ "file": "GainCompetence"
144
  },
145
  {
146
+ "name": "Avatars",
147
+ "file": "Avatars"
148
  },
149
  {
150
+ "name": "Improved Abilities",
151
+ "file": "ImprovedAbilities"
152
  },
153
  {
154
  "name": "Rewards",
155
  "file": "Rewards"
156
  },
157
  {
158
+ "name": "Extra-Game Consequences",
159
+ "file": "Extra-GameConsequences"
 
 
 
 
160
  },
161
  {
162
+ "name": "Planned Character Development",
163
+ "file": "PlannedCharacterDevelopment"
164
  },
165
  {
166
+ "name": "Diminishing Returns",
167
+ "file": "DiminishingReturns"
168
  }
169
  ],
170
  "pattern_id": "CharacterDevelopment",
171
  "playable_concept": "Not available yet",
172
  "metadata": {
173
+ "version": "1.2.2",
174
+ "date_processed": "2025-04-26",
175
  "source_file": "CharacterDevelopment.htm",
176
+ "converter_version": "1.2.2"
177
  }
178
  }
Characters.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Characters",
3
  "description": "Abstract representations of persons in a game.",
4
  "content": [
5
- "Many games let players control game elements that represent people or creatures that act in the [[Game World]]. When these people or creatures have characteristics not directly shown in the [[Game World]] that can change during gameplay, these game elements have an abstract element called [[Character]]."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The design of use of [[Characters]] in games can either be on the level of creating explicit characters or by creating rules for how players can create their own [[Characters]]. Independent of how [[Characters]] are created, the game designer can choose whether [[Character Development]] should be possible and if players should be able to affect it. Allowing players control over [[Character Development]] increases [[Freedom of Choice]] as well as creates [[Planned Character Development]], which is a form of [[Investment]]. This planning offers players the chance of [[Varied Gameplay]] by making use of [[New Abilities]] to instantiate potential [[Orthogonal Unit Differentiation]]. [[Planned Character Development]] gives the possibility for [[Team Development]] in games with [[Team Play]]. However, unless games make use of [[Game Masters]], this kind of [[Freedom of Choice]] regarding [[Characters]] may be difficult to combine with [[Narrative Structures]].",
@@ -73,176 +75,176 @@
73
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
74
  "pattern_links": [
75
  {
76
- "name": "Varied Gameplay",
77
- "file": "VariedGameplay"
78
  },
79
  {
80
- "name": "Dedicated Game Facilitators",
81
- "file": "DedicatedGameFacilitators"
82
  },
83
  {
84
- "name": "Investments",
85
- "file": "Investments"
86
  },
87
  {
88
- "name": "Player Balance",
89
- "file": "PlayerBalance"
90
  },
91
  {
92
- "name": "Emotional Immersion",
93
- "file": "EmotionalImmersion"
94
  },
95
  {
96
- "name": "Improved Abilities",
97
- "file": "ImprovedAbilities"
 
 
 
 
98
  },
99
  {
100
  "name": "Handles",
101
  "file": "Handles"
102
  },
103
  {
104
- "name": "Game Masters",
105
- "file": "GameMasters"
106
  },
107
  {
108
- "name": "Decreased Abilities",
109
- "file": "DecreasedAbilities"
110
  },
111
  {
112
- "name": "Alternative Reality",
113
- "file": "AlternativeReality"
114
  },
115
  {
116
- "name": "Renewable Resources",
117
- "file": "RenewableResources"
118
  },
119
  {
120
- "name": "Avatars",
121
- "file": "Avatars"
122
  },
123
  {
124
  "name": "Skills",
125
  "file": "Skills"
126
  },
127
  {
128
- "name": "Planned Character Development",
129
- "file": "PlannedCharacterDevelopment"
130
  },
131
  {
132
- "name": "Storytelling",
133
- "file": "Storytelling"
134
  },
135
  {
136
- "name": "New Abilities",
137
- "file": "NewAbilities"
138
  },
139
  {
140
- "name": "Player Defined Goals",
141
- "file": "PlayerDefinedGoals"
142
  },
143
  {
144
- "name": "Narrative Structures",
145
- "file": "NarrativeStructures"
146
  },
147
  {
148
- "name": "Creative Control",
149
- "file": "CreativeControl"
150
  },
151
  {
152
- "name": "Character Development",
153
- "file": "CharacterDevelopment"
154
  },
155
  {
156
- "name": "Damage",
157
- "file": "Damage"
158
  },
159
  {
160
- "name": "Illusion of Influence",
161
- "file": "IllusionofInfluence"
162
  },
163
  {
164
- "name": "Immersion",
165
- "file": "Immersion"
166
  },
167
  {
168
- "name": "Lives",
169
- "file": "Lives"
170
  },
171
  {
172
- "name": "Budgeted Action Points",
173
- "file": "BudgetedActionPoints"
174
  },
175
  {
176
- "name": "Enemies",
177
- "file": "Enemies"
178
  },
179
  {
180
- "name": "Rewards",
181
- "file": "Rewards"
182
  },
183
  {
184
- "name": "Randomness",
185
- "file": "Randomness"
186
  },
187
  {
188
  "name": "Roleplaying",
189
  "file": "Roleplaying"
190
  },
191
  {
192
- "name": "Tools",
193
- "file": "Tools"
194
- },
195
- {
196
- "name": "Identification",
197
- "file": "Identification"
198
- },
199
- {
200
- "name": "Competence Areas",
201
- "file": "CompetenceAreas"
202
  },
203
  {
204
- "name": "Focus Loci",
205
- "file": "FocusLoci"
206
  },
207
  {
208
- "name": "Orthogonal Unit Differentiation",
209
- "file": "OrthogonalUnitDifferentiation"
210
  },
211
  {
212
  "name": "Multiplayer Games",
213
  "file": "MultiplayerGames"
214
  },
215
  {
216
- "name": "Producers",
217
- "file": "Producers"
218
  },
219
  {
220
- "name": "Resources",
221
- "file": "Resources"
222
  },
223
  {
224
- "name": "Privileged Abilities",
225
- "file": "PrivilegedAbilities"
226
  },
227
  {
228
- "name": "Freedom of Choice",
229
- "file": "FreedomofChoice"
230
  },
231
  {
232
- "name": "Persistent Game Worlds",
233
- "file": "PersistentGameWorlds"
234
  },
235
  {
236
- "name": "Penalties",
237
- "file": "Penalties"
 
 
 
 
238
  }
239
  ],
240
  "pattern_id": "Characters",
241
  "playable_concept": "Not available yet",
242
  "metadata": {
243
- "version": "1.2.1",
244
- "date_processed": "2025-04-24",
245
  "source_file": "Characters.htm",
246
- "converter_version": "1.2.1"
247
  }
248
  }
 
2
  "pattern_name": "Characters",
3
  "description": "Abstract representations of persons in a game.",
4
  "content": [
5
+ "Many games let players control game elements that represent people or creatures that act in the [[Game World]]. When these people or creatures have characteristics not directly shown in the [[Game World]] that can change during gameplay, these game elements have an abstract element called [[Character]].",
6
+ "Example: Roleplaying games let each player control a character, and one of the main types of achievement in the games is to raise the character's level, stats, or skills.",
7
+ "Example: Return to Castle Wolfenstein: Enemy Territory is a first-person shooter where players have characters that can develop between levels by gaining experience points in various skills."
8
  ],
9
  "using_the_pattern": [
10
  "The design of use of [[Characters]] in games can either be on the level of creating explicit characters or by creating rules for how players can create their own [[Characters]]. Independent of how [[Characters]] are created, the game designer can choose whether [[Character Development]] should be possible and if players should be able to affect it. Allowing players control over [[Character Development]] increases [[Freedom of Choice]] as well as creates [[Planned Character Development]], which is a form of [[Investment]]. This planning offers players the chance of [[Varied Gameplay]] by making use of [[New Abilities]] to instantiate potential [[Orthogonal Unit Differentiation]]. [[Planned Character Development]] gives the possibility for [[Team Development]] in games with [[Team Play]]. However, unless games make use of [[Game Masters]], this kind of [[Freedom of Choice]] regarding [[Characters]] may be difficult to combine with [[Narrative Structures]].",
 
75
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
76
  "pattern_links": [
77
  {
78
+ "name": "New Abilities",
79
+ "file": "NewAbilities"
80
  },
81
  {
82
+ "name": "Immersion",
83
+ "file": "Immersion"
84
  },
85
  {
86
+ "name": "Narrative Structures",
87
+ "file": "NarrativeStructures"
88
  },
89
  {
90
+ "name": "Freedom of Choice",
91
+ "file": "FreedomofChoice"
92
  },
93
  {
94
+ "name": "Illusion of Influence",
95
+ "file": "IllusionofInfluence"
96
  },
97
  {
98
+ "name": "Focus Loci",
99
+ "file": "FocusLoci"
100
+ },
101
+ {
102
+ "name": "Decreased Abilities",
103
+ "file": "DecreasedAbilities"
104
  },
105
  {
106
  "name": "Handles",
107
  "file": "Handles"
108
  },
109
  {
110
+ "name": "Player Defined Goals",
111
+ "file": "PlayerDefinedGoals"
112
  },
113
  {
114
+ "name": "Penalties",
115
+ "file": "Penalties"
116
  },
117
  {
118
+ "name": "Enemies",
119
+ "file": "Enemies"
120
  },
121
  {
122
+ "name": "Persistent Game Worlds",
123
+ "file": "PersistentGameWorlds"
124
  },
125
  {
126
+ "name": "Character Development",
127
+ "file": "CharacterDevelopment"
128
  },
129
  {
130
  "name": "Skills",
131
  "file": "Skills"
132
  },
133
  {
134
+ "name": "Randomness",
135
+ "file": "Randomness"
136
  },
137
  {
138
+ "name": "Varied Gameplay",
139
+ "file": "VariedGameplay"
140
  },
141
  {
142
+ "name": "Alternative Reality",
143
+ "file": "AlternativeReality"
144
  },
145
  {
146
+ "name": "Budgeted Action Points",
147
+ "file": "BudgetedActionPoints"
148
  },
149
  {
150
+ "name": "Player Balance",
151
+ "file": "PlayerBalance"
152
  },
153
  {
154
+ "name": "Orthogonal Unit Differentiation",
155
+ "file": "OrthogonalUnitDifferentiation"
156
  },
157
  {
158
+ "name": "Investments",
159
+ "file": "Investments"
160
  },
161
  {
162
+ "name": "Emotional Immersion",
163
+ "file": "EmotionalImmersion"
164
  },
165
  {
166
+ "name": "Resources",
167
+ "file": "Resources"
168
  },
169
  {
170
+ "name": "Renewable Resources",
171
+ "file": "RenewableResources"
172
  },
173
  {
174
+ "name": "Competence Areas",
175
+ "file": "CompetenceAreas"
176
  },
177
  {
178
+ "name": "Tools",
179
+ "file": "Tools"
180
  },
181
  {
182
+ "name": "Privileged Abilities",
183
+ "file": "PrivilegedAbilities"
184
  },
185
  {
186
+ "name": "Game Masters",
187
+ "file": "GameMasters"
188
  },
189
  {
190
+ "name": "Lives",
191
+ "file": "Lives"
192
  },
193
  {
194
  "name": "Roleplaying",
195
  "file": "Roleplaying"
196
  },
197
  {
198
+ "name": "Dedicated Game Facilitators",
199
+ "file": "DedicatedGameFacilitators"
 
 
 
 
 
 
 
 
200
  },
201
  {
202
+ "name": "Creative Control",
203
+ "file": "CreativeControl"
204
  },
205
  {
206
+ "name": "Identification",
207
+ "file": "Identification"
208
  },
209
  {
210
  "name": "Multiplayer Games",
211
  "file": "MultiplayerGames"
212
  },
213
  {
214
+ "name": "Avatars",
215
+ "file": "Avatars"
216
  },
217
  {
218
+ "name": "Improved Abilities",
219
+ "file": "ImprovedAbilities"
220
  },
221
  {
222
+ "name": "Storytelling",
223
+ "file": "Storytelling"
224
  },
225
  {
226
+ "name": "Damage",
227
+ "file": "Damage"
228
  },
229
  {
230
+ "name": "Rewards",
231
+ "file": "Rewards"
232
  },
233
  {
234
+ "name": "Producers",
235
+ "file": "Producers"
236
+ },
237
+ {
238
+ "name": "Planned Character Development",
239
+ "file": "PlannedCharacterDevelopment"
240
  }
241
  ],
242
  "pattern_id": "Characters",
243
  "playable_concept": "Not available yet",
244
  "metadata": {
245
+ "version": "1.2.2",
246
+ "date_processed": "2025-04-26",
247
  "source_file": "Characters.htm",
248
+ "converter_version": "1.2.2"
249
  }
250
  }
Chargers.json CHANGED
@@ -1,7 +1,11 @@
1
  {
2
  "pattern_name": "Chargers",
3
  "description": "Chargers are locations in the Game World that affect the players' resources when they are in the location.",
4
- "content": [],
 
 
 
 
5
  "using_the_pattern": [
6
  "Selecting the [[Improved Abilities]], the [[New Abilities]], and possibly [[Privileged Abilities]], or [[Resource]] gained defines the use of the [[Charger]]. The way it produces [[Resources]] is similar to [[Resource Generators]] except that players usually do not have any choice if they should be affected by the [[Charger]] (besides not entering its affect area), and any [[Privileged Ability]] granted by the [[Charger]] may be activated at once, for example, as in the case of speed boosters in most racing games. [[Improved Abilities]] can be handled by simply increasing [[Skills]] or increasing the effect of player actions."
7
  ],
@@ -37,22 +41,18 @@
37
  },
38
  "examples": [
39
  "Speed boosters in Super Monkey Ball II: Monkey Race give, as their names imply, more speed to the player driving on top of the charger.",
40
- "Battlefield 1942 and Battlefield Vietnam have two categories of chargers: medicine cabinets and ammunition caches that replenish the health and ammunition of the players' Avatars and repair facilities that fix damages to vehicles.",
41
  "The board game Robo-Rally contains repair areas, which remove damage from the player's robot if it spends time there."
42
  ],
43
  "label": "5. Game Design Patterns for Game Elements",
44
  "pattern_links": [
45
  {
46
- "name": "Maneuvering",
47
- "file": "Maneuvering"
48
- },
49
- {
50
- "name": "Renewable Resources",
51
- "file": "RenewableResources"
52
  },
53
  {
54
- "name": "Avatars",
55
- "file": "Avatars"
56
  },
57
  {
58
  "name": "Gain Competence",
@@ -63,40 +63,40 @@
63
  "file": "Traverse"
64
  },
65
  {
66
- "name": "New Abilities",
67
- "file": "NewAbilities"
68
  },
69
  {
70
- "name": "Skills",
71
- "file": "Skills"
72
  },
73
  {
74
- "name": "Resources",
75
- "file": "Resources"
76
  },
77
  {
78
- "name": "Privileged Abilities",
79
- "file": "PrivilegedAbilities"
80
  },
81
  {
82
- "name": "Outstanding Features",
83
- "file": "OutstandingFeatures"
84
  },
85
  {
86
- "name": "Resource Locations",
87
- "file": "ResourceLocations"
88
  },
89
  {
90
- "name": "Resource Generators",
91
- "file": "ResourceGenerators"
92
  },
93
  {
94
- "name": "Improved Abilities",
95
- "file": "ImprovedAbilities"
96
  },
97
  {
98
- "name": "Risk/Reward",
99
- "file": "RiskReward"
100
  },
101
  {
102
  "name": "Gain Ownership",
@@ -106,9 +106,9 @@
106
  "pattern_id": "Chargers",
107
  "playable_concept": "Not available yet",
108
  "metadata": {
109
- "version": "1.2.1",
110
- "date_processed": "2025-04-24",
111
  "source_file": "Chargers.htm",
112
- "converter_version": "1.2.1"
113
  }
114
  }
 
1
  {
2
  "pattern_name": "Chargers",
3
  "description": "Chargers are locations in the Game World that affect the players' resources when they are in the location.",
4
+ "content": [
5
+ "Example: Speed boosters in Super Monkey Ball II: Monkey Race give, as their names imply, more speed to the player driving on top of the charger.",
6
+ "Example: Battlefield 1942 and Battlefield Vietnam have two categories of chargers: medicine cabinets and ammunition caches that replenish the health and ammunition of the players' [[Avatars]] and repair facilities that fix damages to vehicles.",
7
+ "Example: The board game Robo-Rally contains repair areas, which remove damage from the player's robot if it spends time there."
8
+ ],
9
  "using_the_pattern": [
10
  "Selecting the [[Improved Abilities]], the [[New Abilities]], and possibly [[Privileged Abilities]], or [[Resource]] gained defines the use of the [[Charger]]. The way it produces [[Resources]] is similar to [[Resource Generators]] except that players usually do not have any choice if they should be affected by the [[Charger]] (besides not entering its affect area), and any [[Privileged Ability]] granted by the [[Charger]] may be activated at once, for example, as in the case of speed boosters in most racing games. [[Improved Abilities]] can be handled by simply increasing [[Skills]] or increasing the effect of player actions."
11
  ],
 
41
  },
42
  "examples": [
43
  "Speed boosters in Super Monkey Ball II: Monkey Race give, as their names imply, more speed to the player driving on top of the charger.",
44
+ "Battlefield 1942 and Battlefield Vietnam have two categories of chargers: medicine cabinets and ammunition caches that replenish the health and ammunition of the players' [[Avatars]] and repair facilities that fix damages to vehicles.",
45
  "The board game Robo-Rally contains repair areas, which remove damage from the player's robot if it spends time there."
46
  ],
47
  "label": "5. Game Design Patterns for Game Elements",
48
  "pattern_links": [
49
  {
50
+ "name": "Resource Generators",
51
+ "file": "ResourceGenerators"
 
 
 
 
52
  },
53
  {
54
+ "name": "New Abilities",
55
+ "file": "NewAbilities"
56
  },
57
  {
58
  "name": "Gain Competence",
 
63
  "file": "Traverse"
64
  },
65
  {
66
+ "name": "Outstanding Features",
67
+ "file": "OutstandingFeatures"
68
  },
69
  {
70
+ "name": "Resource Locations",
71
+ "file": "ResourceLocations"
72
  },
73
  {
74
+ "name": "Risk/Reward",
75
+ "file": "RiskReward"
76
  },
77
  {
78
+ "name": "Improved Abilities",
79
+ "file": "ImprovedAbilities"
80
  },
81
  {
82
+ "name": "Resources",
83
+ "file": "Resources"
84
  },
85
  {
86
+ "name": "Renewable Resources",
87
+ "file": "RenewableResources"
88
  },
89
  {
90
+ "name": "Skills",
91
+ "file": "Skills"
92
  },
93
  {
94
+ "name": "Maneuvering",
95
+ "file": "Maneuvering"
96
  },
97
  {
98
+ "name": "Privileged Abilities",
99
+ "file": "PrivilegedAbilities"
100
  },
101
  {
102
  "name": "Gain Ownership",
 
106
  "pattern_id": "Chargers",
107
  "playable_concept": "Not available yet",
108
  "metadata": {
109
+ "version": "1.2.2",
110
+ "date_processed": "2025-04-26",
111
  "source_file": "Chargers.htm",
112
+ "converter_version": "1.2.2"
113
  }
114
  }
ClosedEconomies.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Closed Economies",
3
  "description": "A game design which makes the number of a certain type of resources fixed during entire game sessions, although the resources may take different forms or have different status during that period.",
4
  "content": [
5
- "[[Closed Economies]] in games mean that there is no production of resources within the game system and that the resources do not leave the game system. These resources, however, are free to circulate within the game system and they can be transformed into other resources and game elements during the gameplay."
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Closed Economies]] are easier to create when the [[Resources]] used during the game cannot be converted to other types of [[Resources]]. In these cases it is usually the distribution of these [[Resources]] among the different players that is used as the main variation in the gameplay, as are for example the cases with Poker and other [[Betting]] games using [[Closed Economies]].",
@@ -31,37 +32,33 @@
31
  "Potentially conflicting with": []
32
  },
33
  "examples": [
34
- "the deck of cards in Poker forms a Closed Economy as no new cards are produced during the gameplay and no cards are removed from play between the rounds. The bets used in Poker are also a kind of Closed Economy; only the distribution of these resources among the players changes during the gameplay."
35
  ],
36
  "label": "6. Game Design Patterns for Resource and Resource Management",
37
  "pattern_links": [
38
  {
39
- "name": "Transfer of Control",
40
- "file": "TransferofControl"
41
- },
42
- {
43
- "name": "Renewable Resources",
44
- "file": "RenewableResources"
45
  },
46
  {
47
  "name": "Player Elimination",
48
  "file": "PlayerElimination"
49
  },
50
- {
51
- "name": "Resources",
52
- "file": "Resources"
53
- },
54
  {
55
  "name": "Reversability",
56
  "file": "Reversability"
57
  },
58
  {
59
- "name": "Betting",
60
- "file": "Betting"
61
  },
62
  {
63
- "name": "Closed Economy",
64
- "file": "ClosedEconomies"
 
 
 
 
65
  },
66
  {
67
  "name": "Non-Renewable Resources",
@@ -71,9 +68,9 @@
71
  "pattern_id": "ClosedEconomies",
72
  "playable_concept": "Not available yet",
73
  "metadata": {
74
- "version": "1.2.1",
75
- "date_processed": "2025-04-24",
76
  "source_file": "ClosedEconomies.htm",
77
- "converter_version": "1.2.1"
78
  }
79
  }
 
2
  "pattern_name": "Closed Economies",
3
  "description": "A game design which makes the number of a certain type of resources fixed during entire game sessions, although the resources may take different forms or have different status during that period.",
4
  "content": [
5
+ "[[Closed Economies]] in games mean that there is no production of resources within the game system and that the resources do not leave the game system. These resources, however, are free to circulate within the game system and they can be transformed into other resources and game elements during the gameplay.",
6
+ "Example: the deck of cards in Poker forms a [[Closed Economy]] as no new cards are produced during the gameplay and no cards are removed from play between the rounds. The bets used in Poker are also a kind of [[Closed Economy]]; only the distribution of these resources among the players changes during the gameplay."
7
  ],
8
  "using_the_pattern": [
9
  "[[Closed Economies]] are easier to create when the [[Resources]] used during the game cannot be converted to other types of [[Resources]]. In these cases it is usually the distribution of these [[Resources]] among the different players that is used as the main variation in the gameplay, as are for example the cases with Poker and other [[Betting]] games using [[Closed Economies]].",
 
32
  "Potentially conflicting with": []
33
  },
34
  "examples": [
35
+ "the deck of cards in Poker forms a [[Closed Economy]] as no new cards are produced during the gameplay and no cards are removed from play between the rounds. The bets used in Poker are also a kind of [[Closed Economy]]; only the distribution of these resources among the players changes during the gameplay."
36
  ],
37
  "label": "6. Game Design Patterns for Resource and Resource Management",
38
  "pattern_links": [
39
  {
40
+ "name": "Betting",
41
+ "file": "Betting"
 
 
 
 
42
  },
43
  {
44
  "name": "Player Elimination",
45
  "file": "PlayerElimination"
46
  },
 
 
 
 
47
  {
48
  "name": "Reversability",
49
  "file": "Reversability"
50
  },
51
  {
52
+ "name": "Resources",
53
+ "file": "Resources"
54
  },
55
  {
56
+ "name": "Transfer of Control",
57
+ "file": "TransferofControl"
58
+ },
59
+ {
60
+ "name": "Renewable Resources",
61
+ "file": "RenewableResources"
62
  },
63
  {
64
  "name": "Non-Renewable Resources",
 
68
  "pattern_id": "ClosedEconomies",
69
  "playable_concept": "Not available yet",
70
  "metadata": {
71
+ "version": "1.2.2",
72
+ "date_processed": "2025-04-26",
73
  "source_file": "ClosedEconomies.htm",
74
+ "converter_version": "1.2.2"
75
  }
76
  }
ClosurePoints.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Closure Points",
3
  "description": "Closure Points are events in gameplay where the game state is, or can be, reduced in size.",
4
  "content": [
5
- "Many games have points where most of the information about game elements and actions performed become irrelevant and are discarded. This is typically the case after important end or evaluation functions have been done, and as such can be called [[Closure Points]]."
 
6
  ],
7
  "using_the_pattern": [
8
  "Common forms of [[Closure Points]] include [[Levels,]] where typically only the information regarding game elements moved between the [[Levels]] is maintained, and [[Tournaments]], where only the outcome of individual games is maintained. Additional common types of [[Closure Points]] include those when [[Transfer of Control]] occurs. [[Closure Points]] makenatural [[Save Points]] for players since the planning of tactics is often bounded by the closure of the associated pattern.",
@@ -43,60 +44,60 @@
43
  "label": "13. Game Design Patterns for Game Sessions",
44
  "pattern_links": [
45
  {
46
- "name": "Committed Goals",
47
- "file": "CommittedGoals"
48
  },
49
  {
50
- "name": "Never Ending Stories",
51
- "file": "NeverEndingStories"
52
  },
53
  {
54
- "name": "Higher-Level Closures as Gameplay Progresses",
55
- "file": "Higher-LevelClosuresasGameplayProgresses"
56
  },
57
  {
58
- "name": "Transfer of Control",
59
- "file": "TransferofControl"
60
  },
61
  {
62
- "name": "Excluding Goals",
63
- "file": "ExcludingGoals"
64
  },
65
  {
66
- "name": "Save Points",
67
- "file": "SavePoints"
68
  },
69
  {
70
  "name": "Levels",
71
  "file": "Levels"
72
  },
73
  {
74
- "name": "Limited Foresight",
75
- "file": "LimitedForesight"
 
 
 
 
76
  },
77
  {
78
  "name": "Downtime",
79
  "file": "Downtime"
80
  },
81
  {
82
- "name": "Narrative Structures",
83
- "file": "NarrativeStructures"
84
  },
85
  {
86
  "name": "Tournaments",
87
  "file": "Tournaments"
88
- },
89
- {
90
- "name": "Predictable Consequences",
91
- "file": "PredictableConsequences"
92
  }
93
  ],
94
  "pattern_id": "ClosurePoints",
95
  "playable_concept": "Not available yet",
96
  "metadata": {
97
- "version": "1.2.1",
98
- "date_processed": "2025-04-24",
99
  "source_file": "ClosurePoints.htm",
100
- "converter_version": "1.2.1"
101
  }
102
  }
 
2
  "pattern_name": "Closure Points",
3
  "description": "Closure Points are events in gameplay where the game state is, or can be, reduced in size.",
4
  "content": [
5
+ "Many games have points where most of the information about game elements and actions performed become irrelevant and are discarded. This is typically the case after important end or evaluation functions have been done, and as such can be called [[Closure Points]].",
6
+ "Example: Completing a level in Quake discards all the information about where monsters and other game elements are on the level. The only information maintained in the game state from the level are the attributes of the player's character and general stats such as difficulty level."
7
  ],
8
  "using_the_pattern": [
9
  "Common forms of [[Closure Points]] include [[Levels,]] where typically only the information regarding game elements moved between the [[Levels]] is maintained, and [[Tournaments]], where only the outcome of individual games is maintained. Additional common types of [[Closure Points]] include those when [[Transfer of Control]] occurs. [[Closure Points]] makenatural [[Save Points]] for players since the planning of tactics is often bounded by the closure of the associated pattern.",
 
44
  "label": "13. Game Design Patterns for Game Sessions",
45
  "pattern_links": [
46
  {
47
+ "name": "Higher-Level Closures as Gameplay Progresses",
48
+ "file": "Higher-LevelClosuresasGameplayProgresses"
49
  },
50
  {
51
+ "name": "Committed Goals",
52
+ "file": "CommittedGoals"
53
  },
54
  {
55
+ "name": "Save Points",
56
+ "file": "SavePoints"
57
  },
58
  {
59
+ "name": "Predictable Consequences",
60
+ "file": "PredictableConsequences"
61
  },
62
  {
63
+ "name": "Never Ending Stories",
64
+ "file": "NeverEndingStories"
65
  },
66
  {
67
+ "name": "Limited Foresight",
68
+ "file": "LimitedForesight"
69
  },
70
  {
71
  "name": "Levels",
72
  "file": "Levels"
73
  },
74
  {
75
+ "name": "Transfer of Control",
76
+ "file": "TransferofControl"
77
+ },
78
+ {
79
+ "name": "Narrative Structures",
80
+ "file": "NarrativeStructures"
81
  },
82
  {
83
  "name": "Downtime",
84
  "file": "Downtime"
85
  },
86
  {
87
+ "name": "Excluding Goals",
88
+ "file": "ExcludingGoals"
89
  },
90
  {
91
  "name": "Tournaments",
92
  "file": "Tournaments"
 
 
 
 
93
  }
94
  ],
95
  "pattern_id": "ClosurePoints",
96
  "playable_concept": "Not available yet",
97
  "metadata": {
98
+ "version": "1.2.2",
99
+ "date_processed": "2025-04-26",
100
  "source_file": "ClosurePoints.htm",
101
+ "converter_version": "1.2.2"
102
  }
103
  }
Clues.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Clues",
3
  "description": "Clues are game elements that give the players information about how the goals of the game can be reached.",
4
  "content": [
5
- "The clues may be explicit, describing exactly how to reach the goal, or implicit, describing facts and events in the game world which need to be interpreted by the player. Of course, this categorization is not clear-cut, as the vagueness of the clues can vary between these two poles."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Clues]] may take the form of advice, encouragement, or warning. Advice tells players what to do before they have started performing a set of actions; encouragement provides feedback that a given action is correct although the goal or the closure is not completed yet; and warning gives players advice on what not to do. Encouragement is typically used to indicate completion of low-level subgoals or to promote further [[Exploration]] of a given area or object. A more specific encouragement is to use a [[Near Miss Indicator]] to indicate that the player started performing the right actions but failed to do them correctly.",
@@ -59,92 +61,92 @@
59
  "label": "5. Game Design Patterns for Game Elements",
60
  "pattern_links": [
61
  {
62
- "name": "Achilles' Heels",
63
- "file": "Achilles'Heels"
64
- },
65
- {
66
- "name": "Outstanding Features",
67
- "file": "OutstandingFeatures"
68
  },
69
  {
70
- "name": "Unknown Goals",
71
- "file": "UnknownGoals"
72
  },
73
  {
74
- "name": "Smooth Learning Curves",
75
- "file": "SmoothLearningCurves"
76
  },
77
  {
78
- "name": "Emotional Immersion",
79
- "file": "EmotionalImmersion"
80
  },
81
  {
82
- "name": "Easter Eggs",
83
- "file": "EasterEggs"
84
  },
85
  {
86
- "name": "Game World Navigation",
87
- "file": "GameWorldNavigation"
88
  },
89
  {
90
- "name": "Alternative Reality",
91
- "file": "AlternativeReality"
92
  },
93
  {
94
- "name": "Traces",
95
- "file": "Traces"
96
  },
97
  {
98
- "name": "Tension",
99
- "file": "Tension"
100
  },
101
  {
102
- "name": "Gain Ownership",
103
- "file": "GainOwnership"
104
  },
105
  {
106
- "name": "Imperfect Information",
107
- "file": "ImperfectInformation"
108
  },
109
  {
110
- "name": "Levels",
111
- "file": "Levels"
112
  },
113
  {
114
- "name": "Helpers",
115
- "file": "Helpers"
116
  },
117
  {
118
- "name": "Narrative Structures",
119
- "file": "NarrativeStructures"
120
  },
121
  {
122
- "name": "Illusionary Rewards",
123
- "file": "IllusionaryRewards"
124
  },
125
  {
126
  "name": "Direct Information",
127
  "file": "DirectInformation"
128
  },
129
  {
130
- "name": "Consistent Reality Logic",
131
- "file": "ConsistentRealityLogic"
132
  },
133
  {
134
- "name": "Exploration",
135
- "file": "Exploration"
136
  },
137
  {
138
- "name": "Right Level of Difficulty",
139
- "file": "RightLevelofDifficulty"
 
 
 
 
140
  },
141
  {
142
  "name": "Resources",
143
  "file": "Resources"
144
  },
145
  {
146
- "name": "Red Herrings",
147
- "file": "RedHerrings"
148
  },
149
  {
150
  "name": "Indirect Information",
@@ -154,9 +156,9 @@
154
  "pattern_id": "Clues",
155
  "playable_concept": "Not available yet",
156
  "metadata": {
157
- "version": "1.2.1",
158
- "date_processed": "2025-04-24",
159
  "source_file": "Clues.htm",
160
- "converter_version": "1.2.1"
161
  }
162
  }
 
2
  "pattern_name": "Clues",
3
  "description": "Clues are game elements that give the players information about how the goals of the game can be reached.",
4
  "content": [
5
+ "The clues may be explicit, describing exactly how to reach the goal, or implicit, describing facts and events in the game world which need to be interpreted by the player. Of course, this categorization is not clear-cut, as the vagueness of the clues can vary between these two poles.",
6
+ "Example: Arrows and signs in The Legend of Zelda series are direct clues, which can guide the player through the game.",
7
+ "Example: Many racing games contain warnings for the next turns as signs on the side of the road."
8
  ],
9
  "using_the_pattern": [
10
  "[[Clues]] may take the form of advice, encouragement, or warning. Advice tells players what to do before they have started performing a set of actions; encouragement provides feedback that a given action is correct although the goal or the closure is not completed yet; and warning gives players advice on what not to do. Encouragement is typically used to indicate completion of low-level subgoals or to promote further [[Exploration]] of a given area or object. A more specific encouragement is to use a [[Near Miss Indicator]] to indicate that the player started performing the right actions but failed to do them correctly.",
 
61
  "label": "5. Game Design Patterns for Game Elements",
62
  "pattern_links": [
63
  {
64
+ "name": "Exploration",
65
+ "file": "Exploration"
 
 
 
 
66
  },
67
  {
68
+ "name": "Red Herrings",
69
+ "file": "RedHerrings"
70
  },
71
  {
72
+ "name": "Narrative Structures",
73
+ "file": "NarrativeStructures"
74
  },
75
  {
76
+ "name": "Tension",
77
+ "file": "Tension"
78
  },
79
  {
80
+ "name": "Traces",
81
+ "file": "Traces"
82
  },
83
  {
84
+ "name": "Consistent Reality Logic",
85
+ "file": "ConsistentRealityLogic"
86
  },
87
  {
88
+ "name": "Unknown Goals",
89
+ "file": "UnknownGoals"
90
  },
91
  {
92
+ "name": "Levels",
93
+ "file": "Levels"
94
  },
95
  {
96
+ "name": "Smooth Learning Curves",
97
+ "file": "SmoothLearningCurves"
98
  },
99
  {
100
+ "name": "Alternative Reality",
101
+ "file": "AlternativeReality"
102
  },
103
  {
104
+ "name": "Easter Eggs",
105
+ "file": "EasterEggs"
106
  },
107
  {
108
+ "name": "Gain Ownership",
109
+ "file": "GainOwnership"
110
  },
111
  {
112
+ "name": "Outstanding Features",
113
+ "file": "OutstandingFeatures"
114
  },
115
  {
116
+ "name": "Right Level of Difficulty",
117
+ "file": "RightLevelofDifficulty"
118
  },
119
  {
120
+ "name": "Game World Navigation",
121
+ "file": "GameWorldNavigation"
122
  },
123
  {
124
  "name": "Direct Information",
125
  "file": "DirectInformation"
126
  },
127
  {
128
+ "name": "Helpers",
129
+ "file": "Helpers"
130
  },
131
  {
132
+ "name": "Achilles' Heels",
133
+ "file": "Achilles'Heels"
134
  },
135
  {
136
+ "name": "Imperfect Information",
137
+ "file": "ImperfectInformation"
138
+ },
139
+ {
140
+ "name": "Emotional Immersion",
141
+ "file": "EmotionalImmersion"
142
  },
143
  {
144
  "name": "Resources",
145
  "file": "Resources"
146
  },
147
  {
148
+ "name": "Illusionary Rewards",
149
+ "file": "IllusionaryRewards"
150
  },
151
  {
152
  "name": "Indirect Information",
 
156
  "pattern_id": "Clues",
157
  "playable_concept": "Not available yet",
158
  "metadata": {
159
+ "version": "1.2.2",
160
+ "date_processed": "2025-04-26",
161
  "source_file": "Clues.htm",
162
+ "converter_version": "1.2.2"
163
  }
164
  }
CognitiveImmersion.json CHANGED
@@ -3,7 +3,9 @@
3
  "description": "Having ones attention focused upon problem-solving aspects of a game.",
4
  "content": [
5
  "Many games offer players many possible actions and the possibility to plan several actions ahead. By doing so they let players regard the game as a problem-solving activity and thereby have [[Cognitive Immersion]] in the game.",
6
- "Although the processes in the human brain regarding emotions and spatial thinking are parts of what are classified as cognitive processes, the meaning of [[Cognitive Immersion]] is limited to that of abstract logical reasoning, as the spatial and emotional immersion has specific meaning regarding gameplay."
 
 
7
  ],
8
  "using_the_pattern": [
9
  "The basic requirement for [[Cognitive Immersion]] is that players have a [[Freedom of Choice]] between actions and need to consider what action to perform. [[Cognitive Immersion]] can be encouraged by having action and activities requiring abstract reasoning while actions or events disrupting players' attentions make [[Cognitive Immersion]] difficult to maintain. However, [[Cognitive Immersion]] depends heavily on providing the [[Right Level of Complexity]]: too little complexity makes the reasoning about actions trivial while too much complexity can lead to [[Analysis Paralysis]] or [[Downtime]] for other players. The level of complexity in games can be increased while still providing [[Cognitive Immersion]] through the use of [[Book-Keeping Tokens]] or other forms of [[Game State Overviews]]. Providing a [[Consistent Reality Logic]] can be used to modulate the [[Right Level of Complexity]] by removing the need to have to deal with special cases within a complex environment.",
@@ -55,134 +57,130 @@
55
  ]
56
  },
57
  "examples": [
58
- "Chess and Go are examples of traditional board games that require Cognitive Immersion for skillful play.",
59
- "laying puzzles can be seen as a game where the Cognitive Immersion is completely externalized by the rearrangement of pieces players make while completing the puzzle."
60
  ],
61
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
62
  "pattern_links": [
63
  {
64
- "name": "Experimenting",
65
- "file": "Experimenting"
66
- },
67
- {
68
- "name": "Right Level of Complexity",
69
- "file": "RightLevelofComplexity"
70
  },
71
  {
72
- "name": "Analysis Paralysis",
73
- "file": "AnalysisParalysis"
74
  },
75
  {
76
- "name": "Downtime",
77
- "file": "Downtime"
78
  },
79
  {
80
- "name": "Tradeoffs",
81
- "file": "Tradeoffs"
82
  },
83
  {
84
- "name": "Emotional Immersion",
85
- "file": "EmotionalImmersion"
86
  },
87
  {
88
- "name": "Game World Navigation",
89
- "file": "GameWorldNavigation"
90
  },
91
  {
92
- "name": "Memorizing",
93
- "file": "Memorizing"
94
  },
95
  {
96
- "name": "Book-Keeping Tokens",
97
- "file": "Book-KeepingTokens"
98
  },
99
  {
100
- "name": "Game State Overview",
101
- "file": "GameStateOverview"
102
  },
103
  {
104
- "name": "Extra-Game Actions",
105
- "file": "Extra-GameActions"
106
  },
107
  {
108
- "name": "Stimulated Planning",
109
- "file": "StimulatedPlanning"
110
  },
111
  {
112
- "name": "Disruption of Focused Attention",
113
- "file": "DisruptionofFocusedAttention"
114
  },
115
  {
116
- "name": "Risk/Reward",
117
- "file": "RiskReward"
118
  },
119
  {
120
- "name": "Replayability",
121
- "file": "Replayability"
122
  },
123
  {
124
- "name": "Predictable Consequences",
125
- "file": "PredictableConsequences"
126
  },
127
  {
128
- "name": "Limited Planning Ability",
129
- "file": "LimitedPlanningAbility"
130
  },
131
  {
132
- "name": "Cognitive Immersion",
133
- "file": "CognitiveImmersion"
134
  },
135
  {
136
- "name": "Anticipation",
137
- "file": "Anticipation"
138
  },
139
  {
140
- "name": "Attention Swapping",
141
- "file": "AttentionSwapping"
142
  },
143
  {
144
- "name": "Consistent Reality Logic",
145
- "file": "ConsistentRealityLogic"
146
  },
147
  {
148
- "name": "Immersion",
149
- "file": "Immersion"
150
  },
151
  {
152
- "name": "Surprises",
153
- "file": "Surprises"
154
  },
155
  {
156
- "name": "Budgeted Action Points",
157
- "file": "BudgetedActionPoints"
158
  },
159
  {
160
- "name": "Focus Loci",
161
- "file": "FocusLoci"
162
  },
163
  {
164
- "name": "Freedom of Choice",
165
- "file": "FreedomofChoice"
166
  },
167
  {
168
- "name": "Resource Management",
169
- "file": "ResourceManagement"
170
  },
171
  {
172
- "name": "Puzzle Solving",
173
- "file": "PuzzleSolving"
174
  },
175
  {
176
- "name": "Constructive Play",
177
- "file": "ConstructivePlay"
178
  }
179
  ],
180
  "pattern_id": "CognitiveImmersion",
181
  "playable_concept": "Not available yet",
182
  "metadata": {
183
- "version": "1.2.1",
184
- "date_processed": "2025-04-24",
185
  "source_file": "CognitiveImmersion.htm",
186
- "converter_version": "1.2.1"
187
  }
188
  }
 
3
  "description": "Having ones attention focused upon problem-solving aspects of a game.",
4
  "content": [
5
  "Many games offer players many possible actions and the possibility to plan several actions ahead. By doing so they let players regard the game as a problem-solving activity and thereby have [[Cognitive Immersion]] in the game.",
6
+ "Although the processes in the human brain regarding emotions and spatial thinking are parts of what are classified as cognitive processes, the meaning of [[Cognitive Immersion]] is limited to that of abstract logical reasoning, as the spatial and emotional immersion has specific meaning regarding gameplay.",
7
+ "Example: Chess and Go are examples of traditional board games that require [[Cognitive Immersion]] for skillful play.",
8
+ "Example: laying puzzles can be seen as a game where the [[Cognitive Immersion]] is completely externalized by the rearrangement of pieces players make while completing the puzzle."
9
  ],
10
  "using_the_pattern": [
11
  "The basic requirement for [[Cognitive Immersion]] is that players have a [[Freedom of Choice]] between actions and need to consider what action to perform. [[Cognitive Immersion]] can be encouraged by having action and activities requiring abstract reasoning while actions or events disrupting players' attentions make [[Cognitive Immersion]] difficult to maintain. However, [[Cognitive Immersion]] depends heavily on providing the [[Right Level of Complexity]]: too little complexity makes the reasoning about actions trivial while too much complexity can lead to [[Analysis Paralysis]] or [[Downtime]] for other players. The level of complexity in games can be increased while still providing [[Cognitive Immersion]] through the use of [[Book-Keeping Tokens]] or other forms of [[Game State Overviews]]. Providing a [[Consistent Reality Logic]] can be used to modulate the [[Right Level of Complexity]] by removing the need to have to deal with special cases within a complex environment.",
 
57
  ]
58
  },
59
  "examples": [
60
+ "Chess and Go are examples of traditional board games that require [[Cognitive Immersion]] for skillful play.",
61
+ "laying puzzles can be seen as a game where the [[Cognitive Immersion]] is completely externalized by the rearrangement of pieces players make while completing the puzzle."
62
  ],
63
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
64
  "pattern_links": [
65
  {
66
+ "name": "Resource Management",
67
+ "file": "ResourceManagement"
 
 
 
 
68
  },
69
  {
70
+ "name": "Risk/Reward",
71
+ "file": "RiskReward"
72
  },
73
  {
74
+ "name": "Limited Planning Ability",
75
+ "file": "LimitedPlanningAbility"
76
  },
77
  {
78
+ "name": "Game State Overview",
79
+ "file": "GameStateOverview"
80
  },
81
  {
82
+ "name": "Immersion",
83
+ "file": "Immersion"
84
  },
85
  {
86
+ "name": "Freedom of Choice",
87
+ "file": "FreedomofChoice"
88
  },
89
  {
90
+ "name": "Stimulated Planning",
91
+ "file": "StimulatedPlanning"
92
  },
93
  {
94
+ "name": "Experimenting",
95
+ "file": "Experimenting"
96
  },
97
  {
98
+ "name": "Anticipation",
99
+ "file": "Anticipation"
100
  },
101
  {
102
+ "name": "Memorizing",
103
+ "file": "Memorizing"
104
  },
105
  {
106
+ "name": "Focus Loci",
107
+ "file": "FocusLoci"
108
  },
109
  {
110
+ "name": "Puzzle Solving",
111
+ "file": "PuzzleSolving"
112
  },
113
  {
114
+ "name": "Constructive Play",
115
+ "file": "ConstructivePlay"
116
  },
117
  {
118
+ "name": "Consistent Reality Logic",
119
+ "file": "ConsistentRealityLogic"
120
  },
121
  {
122
+ "name": "Game World Navigation",
123
+ "file": "GameWorldNavigation"
124
  },
125
  {
126
+ "name": "Budgeted Action Points",
127
+ "file": "BudgetedActionPoints"
128
  },
129
  {
130
+ "name": "Extra-Game Actions",
131
+ "file": "Extra-GameActions"
132
  },
133
  {
134
+ "name": "Emotional Immersion",
135
+ "file": "EmotionalImmersion"
136
  },
137
  {
138
+ "name": "Disruption of Focused Attention",
139
+ "file": "DisruptionofFocusedAttention"
140
  },
141
  {
142
+ "name": "Analysis Paralysis",
143
+ "file": "AnalysisParalysis"
144
  },
145
  {
146
+ "name": "Tradeoffs",
147
+ "file": "Tradeoffs"
148
  },
149
  {
150
+ "name": "Attention Swapping",
151
+ "file": "AttentionSwapping"
152
  },
153
  {
154
+ "name": "Replayability",
155
+ "file": "Replayability"
156
  },
157
  {
158
+ "name": "Book-Keeping Tokens",
159
+ "file": "Book-KeepingTokens"
160
  },
161
  {
162
+ "name": "Predictable Consequences",
163
+ "file": "PredictableConsequences"
164
  },
165
  {
166
+ "name": "Surprises",
167
+ "file": "Surprises"
168
  },
169
  {
170
+ "name": "Right Level of Complexity",
171
+ "file": "RightLevelofComplexity"
172
  },
173
  {
174
+ "name": "Downtime",
175
+ "file": "Downtime"
176
  }
177
  ],
178
  "pattern_id": "CognitiveImmersion",
179
  "playable_concept": "Not available yet",
180
  "metadata": {
181
+ "version": "1.2.2",
182
+ "date_processed": "2025-04-26",
183
  "source_file": "CognitiveImmersion.htm",
184
+ "converter_version": "1.2.2"
185
  }
186
  }
CollaborativeActions.json CHANGED
@@ -3,7 +3,11 @@
3
  "description": "Compound actions that require several players to simultaneously perform actions.",
4
  "content": [
5
  "Some effects in games require several players to do act together for the effects to take place. These actions are called [[Collaborative Actions]] since the players are either actively collaborating or can be seen to do so even if they are not aware of it.",
6
- "[[Collaborative Actions]] require that the players are able to combine and coordinate their actions either by performing actions together at a certain time or by having actions by one or more players support other players' actions. The results of this type of coordinated actions are, usually, more effective and in some cases it is even impossible to succeed with precise coordination."
 
 
 
 
7
  ],
8
  "using_the_pattern": [
9
  "When designing [[Collaborative Actions]] in games the following things have to be taken into account: how much coordination is required between the players; how the outcome of the action is based on the precision and type of the coordination; how are the possible rewards shared and in which way; how different are the actions required; and how is the coordination is made possible as in, for example, [[Player Decided Results]].",
@@ -63,7 +67,7 @@
63
  ]
64
  },
65
  "examples": [
66
- "one of the simplest cases of Collaborative Action is in the game of Tug-of-war where two teams compete against each other by pulling the other team over a certain point with a rope. The team has to combine and coordinate the efforts of pulling the rope.",
67
  "Tekken Tag Tournament allows special combination attacks performed by two avatars during the exchange of between different active avatars.",
68
  "guarding a majority of the flag points in Battlefield 1942 is necessary to affect the opposing teams `tick' counter and requires several different players in different locations.",
69
  "some multiplayer first-person shooters have areas which cannot be reached by individual avatar jumping but can be reached if several avatars build `human' pyramids."
@@ -71,148 +75,144 @@
71
  "label": "10. Game Design Patterns for Social Interaction",
72
  "pattern_links": [
73
  {
74
- "name": "Committed Goals",
75
- "file": "CommittedGoals"
76
  },
77
  {
78
- "name": "Timing",
79
- "file": "Timing"
80
  },
81
  {
82
- "name": "Team Balance",
83
- "file": "TeamBalance"
84
  },
85
  {
86
- "name": "Asymmetric Abilities",
87
- "file": "AsymmetricAbilities"
88
  },
89
  {
90
- "name": "Cooperation",
91
- "file": "Cooperation"
92
  },
93
  {
94
- "name": "Goal Points",
95
- "file": "GoalPoints"
96
  },
97
  {
98
- "name": "Collaborative Action",
99
- "file": "CollaborativeActions"
100
  },
101
  {
102
- "name": "Combos",
103
- "file": "Combos"
104
  },
105
  {
106
- "name": "Extra-Game Actions",
107
- "file": "Extra-GameActions"
108
  },
109
  {
110
- "name": "Competition",
111
- "file": "Competition"
112
  },
113
  {
114
- "name": "Shared Penalties",
115
- "file": "SharedPenalties"
116
  },
117
  {
118
- "name": "Stimulated Planning",
119
- "file": "StimulatedPlanning"
 
 
 
 
120
  },
121
  {
122
  "name": "Extended Actions",
123
  "file": "ExtendedActions"
124
  },
125
  {
126
- "name": "Player Decided Results",
127
- "file": "PlayerDecidedResults"
128
  },
129
  {
130
- "name": "Conflict",
131
- "file": "Conflict"
 
 
 
 
132
  },
133
  {
134
  "name": "Individual Rewards",
135
  "file": "IndividualRewards"
136
  },
137
  {
138
- "name": "Transfer of Control",
139
- "file": "TransferofControl"
140
  },
141
  {
142
- "name": "Trading",
143
- "file": "Trading"
144
  },
145
  {
146
- "name": "Player-Decided Distribution of Rewards & Penalties",
147
- "file": "Player-DecidedDistributionofRewards&Penalties"
148
  },
149
  {
150
  "name": "Attention Swapping",
151
  "file": "AttentionSwapping"
152
  },
153
  {
154
- "name": "Perceivable Margins",
155
- "file": "PerceivableMargins"
156
  },
157
  {
158
- "name": "Team Play",
159
- "file": "TeamPlay"
160
  },
161
  {
162
- "name": "Shared Rewards",
163
- "file": "SharedRewards"
164
  },
165
  {
166
  "name": "Bidding",
167
  "file": "Bidding"
168
  },
169
  {
170
- "name": "Combat",
171
- "file": "Combat"
172
  },
173
  {
174
- "name": "Game Mastery",
175
- "file": "GameMastery"
176
  },
177
  {
178
- "name": "Incompatible Goals",
179
- "file": "IncompatibleGoals"
180
  },
181
  {
182
  "name": "Dynamic Alliances",
183
  "file": "DynamicAlliances"
184
  },
185
  {
186
- "name": "Negotiation",
187
- "file": "Negotiation"
188
- },
189
- {
190
- "name": "Delayed Reciprocity",
191
- "file": "DelayedReciprocity"
192
- },
193
- {
194
- "name": "Social Interaction",
195
- "file": "SocialInteraction"
196
- },
197
- {
198
- "name": "Freedom of Choice",
199
- "file": "FreedomofChoice"
200
  },
201
  {
202
- "name": "Betrayal",
203
- "file": "Betrayal"
204
  },
205
  {
206
- "name": "Constructive Play",
207
- "file": "ConstructivePlay"
208
  }
209
  ],
210
  "pattern_id": "CollaborativeActions",
211
  "playable_concept": "Not available yet",
212
  "metadata": {
213
- "version": "1.2.1",
214
- "date_processed": "2025-04-24",
215
  "source_file": "CollaborativeActions.htm",
216
- "converter_version": "1.2.1"
217
  }
218
  }
 
3
  "description": "Compound actions that require several players to simultaneously perform actions.",
4
  "content": [
5
  "Some effects in games require several players to do act together for the effects to take place. These actions are called [[Collaborative Actions]] since the players are either actively collaborating or can be seen to do so even if they are not aware of it.",
6
+ "[[Collaborative Actions]] require that the players are able to combine and coordinate their actions either by performing actions together at a certain time or by having actions by one or more players support other players' actions. The results of this type of coordinated actions are, usually, more effective and in some cases it is even impossible to succeed with precise coordination.",
7
+ "Example: one of the simplest cases of [[Collaborative Action]] is in the game of Tug-of-war where two teams compete against each other by pulling the other team over a certain point with a rope. The team has to combine and coordinate the efforts of pulling the rope.",
8
+ "Example: Tekken Tag Tournament allows special combination attacks performed by two avatars during the exchange of between different active avatars.",
9
+ "Example: guarding a majority of the flag points in Battlefield 1942 is necessary to affect the opposing teams `tick' counter and requires several different players in different locations.",
10
+ "Example: some multiplayer first-person shooters have areas which cannot be reached by individual avatar jumping but can be reached if several avatars build `human' pyramids."
11
  ],
12
  "using_the_pattern": [
13
  "When designing [[Collaborative Actions]] in games the following things have to be taken into account: how much coordination is required between the players; how the outcome of the action is based on the precision and type of the coordination; how are the possible rewards shared and in which way; how different are the actions required; and how is the coordination is made possible as in, for example, [[Player Decided Results]].",
 
67
  ]
68
  },
69
  "examples": [
70
+ "one of the simplest cases of [[Collaborative Action]] is in the game of Tug-of-war where two teams compete against each other by pulling the other team over a certain point with a rope. The team has to combine and coordinate the efforts of pulling the rope.",
71
  "Tekken Tag Tournament allows special combination attacks performed by two avatars during the exchange of between different active avatars.",
72
  "guarding a majority of the flag points in Battlefield 1942 is necessary to affect the opposing teams `tick' counter and requires several different players in different locations.",
73
  "some multiplayer first-person shooters have areas which cannot be reached by individual avatar jumping but can be reached if several avatars build `human' pyramids."
 
75
  "label": "10. Game Design Patterns for Social Interaction",
76
  "pattern_links": [
77
  {
78
+ "name": "Player Decided Results",
79
+ "file": "PlayerDecidedResults"
80
  },
81
  {
82
+ "name": "Cooperation",
83
+ "file": "Cooperation"
84
  },
85
  {
86
+ "name": "Negotiation",
87
+ "file": "Negotiation"
88
  },
89
  {
90
+ "name": "Combat",
91
+ "file": "Combat"
92
  },
93
  {
94
+ "name": "Shared Rewards",
95
+ "file": "SharedRewards"
96
  },
97
  {
98
+ "name": "Stimulated Planning",
99
+ "file": "StimulatedPlanning"
100
  },
101
  {
102
+ "name": "Freedom of Choice",
103
+ "file": "FreedomofChoice"
104
  },
105
  {
106
+ "name": "Timing",
107
+ "file": "Timing"
108
  },
109
  {
110
+ "name": "Social Interaction",
111
+ "file": "SocialInteraction"
112
  },
113
  {
114
+ "name": "Constructive Play",
115
+ "file": "ConstructivePlay"
116
  },
117
  {
118
+ "name": "Team Balance",
119
+ "file": "TeamBalance"
120
  },
121
  {
122
+ "name": "Committed Goals",
123
+ "file": "CommittedGoals"
124
+ },
125
+ {
126
+ "name": "Game Mastery",
127
+ "file": "GameMastery"
128
  },
129
  {
130
  "name": "Extended Actions",
131
  "file": "ExtendedActions"
132
  },
133
  {
134
+ "name": "Competition",
135
+ "file": "Competition"
136
  },
137
  {
138
+ "name": "Trading",
139
+ "file": "Trading"
140
+ },
141
+ {
142
+ "name": "Asymmetric Abilities",
143
+ "file": "AsymmetricAbilities"
144
  },
145
  {
146
  "name": "Individual Rewards",
147
  "file": "IndividualRewards"
148
  },
149
  {
150
+ "name": "Combos",
151
+ "file": "Combos"
152
  },
153
  {
154
+ "name": "Extra-Game Actions",
155
+ "file": "Extra-GameActions"
156
  },
157
  {
158
+ "name": "Conflict",
159
+ "file": "Conflict"
160
  },
161
  {
162
  "name": "Attention Swapping",
163
  "file": "AttentionSwapping"
164
  },
165
  {
166
+ "name": "Incompatible Goals",
167
+ "file": "IncompatibleGoals"
168
  },
169
  {
170
+ "name": "Goal Points",
171
+ "file": "GoalPoints"
172
  },
173
  {
174
+ "name": "Team Play",
175
+ "file": "TeamPlay"
176
  },
177
  {
178
  "name": "Bidding",
179
  "file": "Bidding"
180
  },
181
  {
182
+ "name": "Betrayal",
183
+ "file": "Betrayal"
184
  },
185
  {
186
+ "name": "Transfer of Control",
187
+ "file": "TransferofControl"
188
  },
189
  {
190
+ "name": "Perceivable Margins",
191
+ "file": "PerceivableMargins"
192
  },
193
  {
194
  "name": "Dynamic Alliances",
195
  "file": "DynamicAlliances"
196
  },
197
  {
198
+ "name": "Player-Decided Distribution of Rewards & Penalties",
199
+ "file": "Player-DecidedDistributionofRewards&Penalties"
 
 
 
 
 
 
 
 
 
 
 
 
200
  },
201
  {
202
+ "name": "Shared Penalties",
203
+ "file": "SharedPenalties"
204
  },
205
  {
206
+ "name": "Delayed Reciprocity",
207
+ "file": "DelayedReciprocity"
208
  }
209
  ],
210
  "pattern_id": "CollaborativeActions",
211
  "playable_concept": "Not available yet",
212
  "metadata": {
213
+ "version": "1.2.2",
214
+ "date_processed": "2025-04-26",
215
  "source_file": "CollaborativeActions.htm",
216
+ "converter_version": "1.2.2"
217
  }
218
  }
Collecting.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Collecting",
3
  "description": "The action of collecting game elements from the game world.",
4
  "content": [
5
- "[[Collecting]] is one of the most common activities in games. The collecting may be concrete by moving game elements around the game world and picking up game elements found or may be abstract by receiving game elements directly through actions or completing goals."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Collecting]] concrete game elements requires the presence of [[Pick-Ups]] and the placement of them together with the [[Collection]] goals which motivate the activities that are closely intertwined with the design of [[Collecting]] actions. Common reasons to perform [[Collecting]] activities include gaining [[Score]], finding [[Tools]] or [[Power-Ups]] that give [[Privileged Abilities]], or gathering [[Pick-Ups]] that give [[Resources]] which can then be regarded as [[Renewable Resources]] from the players' perspectives.",
@@ -46,72 +48,72 @@
46
  "label": "8. Actions and Events Patterns",
47
  "pattern_links": [
48
  {
49
- "name": "Maneuvering",
50
- "file": "Maneuvering"
51
  },
52
  {
53
- "name": "Hierarchy of Goals",
54
- "file": "HierarchyofGoals"
55
  },
56
  {
57
- "name": "Transfer of Control",
58
- "file": "TransferofControl"
59
  },
60
  {
61
- "name": "Pick-Ups",
62
- "file": "Pick-Ups"
63
  },
64
  {
65
- "name": "Rewards",
66
- "file": "Rewards"
67
  },
68
  {
69
- "name": "Collection",
70
- "file": "Collection"
71
  },
72
  {
73
- "name": "Tools",
74
- "file": "Tools"
75
  },
76
  {
77
- "name": "Player Defined Goals",
78
- "file": "PlayerDefinedGoals"
79
  },
80
  {
81
- "name": "Resources",
82
- "file": "Resources"
83
  },
84
  {
85
- "name": "Geometric Rewards for Investments",
86
- "file": "GeometricRewardsforInvestments"
87
  },
88
  {
89
- "name": "Movement",
90
- "file": "Movement"
91
  },
92
  {
93
- "name": "Power-Ups",
94
- "file": "Power-Ups"
95
  },
96
  {
97
- "name": "Score",
98
- "file": "Score"
99
  },
100
  {
101
- "name": "Character Development",
102
- "file": "CharacterDevelopment"
103
  },
104
  {
105
- "name": "Herd",
106
- "file": "Herd"
107
  }
108
  ],
109
  "pattern_id": "Collecting",
110
  "playable_concept": "Not available yet",
111
  "metadata": {
112
- "version": "1.2.1",
113
- "date_processed": "2025-04-24",
114
  "source_file": "Collecting.htm",
115
- "converter_version": "1.2.1"
116
  }
117
  }
 
2
  "pattern_name": "Collecting",
3
  "description": "The action of collecting game elements from the game world.",
4
  "content": [
5
+ "[[Collecting]] is one of the most common activities in games. The collecting may be concrete by moving game elements around the game world and picking up game elements found or may be abstract by receiving game elements directly through actions or completing goals.",
6
+ "Example: The game play is Super Mario 64 and Super Mario Sunshine is based around the collections of stars which unlock new levels and drive the story forward.",
7
+ "Example: The main actions performed in Pac-Man is moving and collecting pills."
8
  ],
9
  "using_the_pattern": [
10
  "[[Collecting]] concrete game elements requires the presence of [[Pick-Ups]] and the placement of them together with the [[Collection]] goals which motivate the activities that are closely intertwined with the design of [[Collecting]] actions. Common reasons to perform [[Collecting]] activities include gaining [[Score]], finding [[Tools]] or [[Power-Ups]] that give [[Privileged Abilities]], or gathering [[Pick-Ups]] that give [[Resources]] which can then be regarded as [[Renewable Resources]] from the players' perspectives.",
 
48
  "label": "8. Actions and Events Patterns",
49
  "pattern_links": [
50
  {
51
+ "name": "Pick-Ups",
52
+ "file": "Pick-Ups"
53
  },
54
  {
55
+ "name": "Score",
56
+ "file": "Score"
57
  },
58
  {
59
+ "name": "Movement",
60
+ "file": "Movement"
61
  },
62
  {
63
+ "name": "Power-Ups",
64
+ "file": "Power-Ups"
65
  },
66
  {
67
+ "name": "Resources",
68
+ "file": "Resources"
69
  },
70
  {
71
+ "name": "Hierarchy of Goals",
72
+ "file": "HierarchyofGoals"
73
  },
74
  {
75
+ "name": "Character Development",
76
+ "file": "CharacterDevelopment"
77
  },
78
  {
79
+ "name": "Transfer of Control",
80
+ "file": "TransferofControl"
81
  },
82
  {
83
+ "name": "Rewards",
84
+ "file": "Rewards"
85
  },
86
  {
87
+ "name": "Tools",
88
+ "file": "Tools"
89
  },
90
  {
91
+ "name": "Herd",
92
+ "file": "Herd"
93
  },
94
  {
95
+ "name": "Maneuvering",
96
+ "file": "Maneuvering"
97
  },
98
  {
99
+ "name": "Geometric Rewards for Investments",
100
+ "file": "GeometricRewardsforInvestments"
101
  },
102
  {
103
+ "name": "Collection",
104
+ "file": "Collection"
105
  },
106
  {
107
+ "name": "Player Defined Goals",
108
+ "file": "PlayerDefinedGoals"
109
  }
110
  ],
111
  "pattern_id": "Collecting",
112
  "playable_concept": "Not available yet",
113
  "metadata": {
114
+ "version": "1.2.2",
115
+ "date_processed": "2025-04-26",
116
  "source_file": "Collecting.htm",
117
+ "converter_version": "1.2.2"
118
  }
119
  }
Collection.json CHANGED
@@ -2,7 +2,11 @@
2
  "pattern_name": "Collection",
3
  "description": "The completion of several goals that together form a coherent unit.",
4
  "content": [
5
- "[[Collection]] is a high-level goal requiring completion of several subgoals. [[Collection]] are common in games to give players a better sense of what goals they will have to fulfill, how they have succeeded so far, and how the goals they presently are trying to complete fit in the overall play of the game."
 
 
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The simplest case is to use the [[Collection]] as the end condition of the whole game, that is, to finish the [[Collection]] is to finish the game. Other possibilities are to have the completion of a [[Collection]] as part of a [[Hierarchy of Goals]] or give [[Rewards]] that give [[New Abilities]] or increase a player's [[Score]].",
@@ -35,37 +39,17 @@
35
  "Potentially conflicting with": []
36
  },
37
  "examples": [
38
- "WarioWare, Inc. is a Collection of small and quick games that have to be completed in sequence.",
39
  "In Decathlon, players have 10 events to complete.",
40
- "Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the Collection of all pills.",
41
- "In Lotto, the Collection is completed by getting matching numbers during the draw."
42
  ],
43
  "label": "11. Game Design Patterns for Goals",
44
  "pattern_links": [
45
- {
46
- "name": "Transfer of Control",
47
- "file": "TransferofControl"
48
- },
49
- {
50
- "name": "Collecting",
51
- "file": "Collecting"
52
- },
53
- {
54
- "name": "Configuration",
55
- "file": "Configuration"
56
- },
57
  {
58
  "name": "Pick-Ups",
59
  "file": "Pick-Ups"
60
  },
61
- {
62
- "name": "Collection",
63
- "file": "Collection"
64
- },
65
- {
66
- "name": "Team Elimination",
67
- "file": "TeamElimination"
68
- },
69
  {
70
  "name": "Save Points",
71
  "file": "SavePoints"
@@ -74,6 +58,14 @@
74
  "name": "Ownership",
75
  "file": "Ownership"
76
  },
 
 
 
 
 
 
 
 
77
  {
78
  "name": "Narrative Structures",
79
  "file": "NarrativeStructures"
@@ -86,6 +78,14 @@
86
  "name": "Last Man Standing",
87
  "file": "LastManStanding"
88
  },
 
 
 
 
 
 
 
 
89
  {
90
  "name": "Gain Ownership",
91
  "file": "GainOwnership"
@@ -94,9 +94,9 @@
94
  "pattern_id": "Collection",
95
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1779901",
96
  "metadata": {
97
- "version": "1.2.1",
98
- "date_processed": "2025-04-24",
99
  "source_file": "Collection.htm",
100
- "converter_version": "1.2.1"
101
  }
102
  }
 
2
  "pattern_name": "Collection",
3
  "description": "The completion of several goals that together form a coherent unit.",
4
  "content": [
5
+ "[[Collection]] is a high-level goal requiring completion of several subgoals. [[Collection]] are common in games to give players a better sense of what goals they will have to fulfill, how they have succeeded so far, and how the goals they presently are trying to complete fit in the overall play of the game.",
6
+ "Example: WarioWare, Inc. is a [[Collection]] of small and quick games that have to be completed in sequence.",
7
+ "Example: In Decathlon, players have 10 events to complete.",
8
+ "Example: Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the [[Collection]] of all pills.",
9
+ "Example: In Lotto, the [[Collection]] is completed by getting matching numbers during the draw."
10
  ],
11
  "using_the_pattern": [
12
  "The simplest case is to use the [[Collection]] as the end condition of the whole game, that is, to finish the [[Collection]] is to finish the game. Other possibilities are to have the completion of a [[Collection]] as part of a [[Hierarchy of Goals]] or give [[Rewards]] that give [[New Abilities]] or increase a player's [[Score]].",
 
39
  "Potentially conflicting with": []
40
  },
41
  "examples": [
42
+ "WarioWare, Inc. is a [[Collection]] of small and quick games that have to be completed in sequence.",
43
  "In Decathlon, players have 10 events to complete.",
44
+ "Pac-Man has to gobble up all the pills to finish a level. While eating each pill is a very low-level goal, the goal for each level is the [[Collection]] of all pills.",
45
+ "In Lotto, the [[Collection]] is completed by getting matching numbers during the draw."
46
  ],
47
  "label": "11. Game Design Patterns for Goals",
48
  "pattern_links": [
 
 
 
 
 
 
 
 
 
 
 
 
49
  {
50
  "name": "Pick-Ups",
51
  "file": "Pick-Ups"
52
  },
 
 
 
 
 
 
 
 
53
  {
54
  "name": "Save Points",
55
  "file": "SavePoints"
 
58
  "name": "Ownership",
59
  "file": "Ownership"
60
  },
61
+ {
62
+ "name": "Transfer of Control",
63
+ "file": "TransferofControl"
64
+ },
65
+ {
66
+ "name": "Collecting",
67
+ "file": "Collecting"
68
+ },
69
  {
70
  "name": "Narrative Structures",
71
  "file": "NarrativeStructures"
 
78
  "name": "Last Man Standing",
79
  "file": "LastManStanding"
80
  },
81
+ {
82
+ "name": "Configuration",
83
+ "file": "Configuration"
84
+ },
85
+ {
86
+ "name": "Team Elimination",
87
+ "file": "TeamElimination"
88
+ },
89
  {
90
  "name": "Gain Ownership",
91
  "file": "GainOwnership"
 
94
  "pattern_id": "Collection",
95
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1779901",
96
  "metadata": {
97
+ "version": "1.2.2",
98
+ "date_processed": "2025-04-26",
99
  "source_file": "Collection.htm",
100
+ "converter_version": "1.2.2"
101
  }
102
  }
Combat.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Combat",
3
  "description": "Actions where the intent is to kill or otherwise overcome opponents",
4
  "content": [
5
- "Symbolizing the actions between game elements in games as [[Combat]] is one of the oldest and most common ways to give games themes. By doing so, the theme of the game contains a link with the real-world competition between players as well as alludes to the tension, uncertainty, and importance of the real-world equivalent. [[Combat]] in games give players clear goals and opponents and gives clear indication of what players have succeeded and what players have failed."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The main influence on designing [[Combat]] in games is whether the games are [[Real-Time Games]] or [[Turn-Based Games]]. In both cases, [[Combat]] usually includes [[Randomness]] and [[Imperfect Information]] in the process to determine the outcome but how these are achieved depend on the type of game. Both types of games also typically provide [[Privileged Abilities]] specifically affecting [[Combat]] and can have [[Enemies]] with [[Achilles' Heels]] that provide specific targets to aim for.",
@@ -60,153 +62,149 @@
60
  },
61
  "examples": [
62
  "First-person shooters' main challenge is to kill or otherwise overcome the enemies found in the game.",
63
- "Fighting games such as the Dead or Alive, Tekken, or Mortal Kombat focus purely on Combat, with Meta Goals of unlocking new characters or new costumes."
64
  ],
65
  "label": "8. Actions and Events Patterns",
66
  "pattern_links": [
67
- {
68
- "name": "Real-Time Games",
69
- "file": "Real-TimeGames"
70
- },
71
- {
72
- "name": "Dedicated Game Facilitators",
73
- "file": "DedicatedGameFacilitators"
74
- },
75
  {
76
  "name": "Player Elimination",
77
  "file": "PlayerElimination"
78
  },
79
  {
80
- "name": "Eliminate",
81
- "file": "Eliminate"
82
  },
83
  {
84
- "name": "Achilles' Heels",
85
- "file": "Achilles'Heels"
 
 
 
 
86
  },
87
  {
88
  "name": "Timing",
89
  "file": "Timing"
90
  },
91
  {
92
- "name": "Tradeoffs",
93
- "file": "Tradeoffs"
94
  },
95
  {
96
- "name": "Tournaments",
97
- "file": "Tournaments"
98
  },
99
  {
100
- "name": "Strategic Locations",
101
- "file": "StrategicLocations"
102
  },
103
  {
104
- "name": "Collaborative Actions",
105
- "file": "CollaborativeActions"
106
  },
107
  {
108
- "name": "Dexterity-Based Actions",
109
- "file": "Dexterity-BasedActions"
110
  },
111
  {
112
- "name": "Avatars",
113
- "file": "Avatars"
114
  },
115
  {
116
- "name": "Tension",
117
- "file": "Tension"
118
  },
119
  {
120
- "name": "Combos",
121
- "file": "Combos"
122
  },
123
  {
124
- "name": "Dice",
125
- "file": "Dice"
126
  },
127
  {
128
- "name": "Risk/Reward",
129
- "file": "RiskReward"
130
  },
131
  {
132
- "name": "Conflict",
133
- "file": "Conflict"
134
  },
135
  {
136
- "name": "Imperfect Information",
137
- "file": "ImperfectInformation"
138
  },
139
  {
140
- "name": "Units",
141
- "file": "Units"
142
  },
143
  {
144
- "name": "Turn-Based Games",
145
- "file": "Turn-BasedGames"
146
  },
147
  {
148
- "name": "Attention Swapping",
149
- "file": "AttentionSwapping"
150
  },
151
  {
152
- "name": "Perceivable Margins",
153
- "file": "PerceivableMargins"
154
  },
155
  {
156
- "name": "Capture",
157
- "file": "Capture"
158
  },
159
  {
160
- "name": "Damage",
161
- "file": "Damage"
162
  },
163
  {
164
- "name": "Combat",
165
- "file": "Combat"
166
  },
167
  {
168
  "name": "Lives",
169
  "file": "Lives"
170
  },
171
  {
172
- "name": "Budgeted Action Points",
173
- "file": "BudgetedActionPoints"
174
  },
175
  {
176
- "name": "Enemies",
177
- "file": "Enemies"
178
  },
179
  {
180
- "name": "Higher-Level Closures as Gameplay Progresses",
181
- "file": "Higher-LevelClosuresasGameplayProgresses"
182
  },
183
  {
184
- "name": "Randomness",
185
- "file": "Randomness"
186
  },
187
  {
188
- "name": "Privileged Abilities",
189
- "file": "PrivilegedAbilities"
190
  },
191
  {
192
- "name": "Area Control",
193
- "file": "AreaControl"
194
  },
195
  {
196
- "name": "Resource Management",
197
- "file": "ResourceManagement"
198
  },
199
  {
200
- "name": "Aim & Shoot",
201
- "file": "Aim&Shoot"
202
  }
203
  ],
204
  "pattern_id": "Combat",
205
  "playable_concept": "Not available yet",
206
  "metadata": {
207
- "version": "1.2.1",
208
- "date_processed": "2025-04-24",
209
  "source_file": "Combat.htm",
210
- "converter_version": "1.2.1"
211
  }
212
  }
 
2
  "pattern_name": "Combat",
3
  "description": "Actions where the intent is to kill or otherwise overcome opponents",
4
  "content": [
5
+ "Symbolizing the actions between game elements in games as [[Combat]] is one of the oldest and most common ways to give games themes. By doing so, the theme of the game contains a link with the real-world competition between players as well as alludes to the tension, uncertainty, and importance of the real-world equivalent. [[Combat]] in games give players clear goals and opponents and gives clear indication of what players have succeeded and what players have failed.",
6
+ "Example: First-person shooters' main challenge is to kill or otherwise overcome the enemies found in the game.",
7
+ "Example: Fighting games such as the Dead or Alive, Tekken, or Mortal Kombat focus purely on [[Combat]], with Meta Goals of unlocking new characters or new costumes."
8
  ],
9
  "using_the_pattern": [
10
  "The main influence on designing [[Combat]] in games is whether the games are [[Real-Time Games]] or [[Turn-Based Games]]. In both cases, [[Combat]] usually includes [[Randomness]] and [[Imperfect Information]] in the process to determine the outcome but how these are achieved depend on the type of game. Both types of games also typically provide [[Privileged Abilities]] specifically affecting [[Combat]] and can have [[Enemies]] with [[Achilles' Heels]] that provide specific targets to aim for.",
 
62
  },
63
  "examples": [
64
  "First-person shooters' main challenge is to kill or otherwise overcome the enemies found in the game.",
65
+ "Fighting games such as the Dead or Alive, Tekken, or Mortal Kombat focus purely on [[Combat]], with Meta Goals of unlocking new characters or new costumes."
66
  ],
67
  "label": "8. Actions and Events Patterns",
68
  "pattern_links": [
 
 
 
 
 
 
 
 
69
  {
70
  "name": "Player Elimination",
71
  "file": "PlayerElimination"
72
  },
73
  {
74
+ "name": "Resource Management",
75
+ "file": "ResourceManagement"
76
  },
77
  {
78
+ "name": "Risk/Reward",
79
+ "file": "RiskReward"
80
+ },
81
+ {
82
+ "name": "Units",
83
+ "file": "Units"
84
  },
85
  {
86
  "name": "Timing",
87
  "file": "Timing"
88
  },
89
  {
90
+ "name": "Tension",
91
+ "file": "Tension"
92
  },
93
  {
94
+ "name": "Dexterity-Based Actions",
95
+ "file": "Dexterity-BasedActions"
96
  },
97
  {
98
+ "name": "Enemies",
99
+ "file": "Enemies"
100
  },
101
  {
102
+ "name": "Aim & Shoot",
103
+ "file": "Aim&Shoot"
104
  },
105
  {
106
+ "name": "Randomness",
107
+ "file": "Randomness"
108
  },
109
  {
110
+ "name": "Combos",
111
+ "file": "Combos"
112
  },
113
  {
114
+ "name": "Tournaments",
115
+ "file": "Tournaments"
116
  },
117
  {
118
+ "name": "Higher-Level Closures as Gameplay Progresses",
119
+ "file": "Higher-LevelClosuresasGameplayProgresses"
120
  },
121
  {
122
+ "name": "Budgeted Action Points",
123
+ "file": "BudgetedActionPoints"
124
  },
125
  {
126
+ "name": "Capture",
127
+ "file": "Capture"
128
  },
129
  {
130
+ "name": "Eliminate",
131
+ "file": "Eliminate"
132
  },
133
  {
134
+ "name": "Achilles' Heels",
135
+ "file": "Achilles'Heels"
136
  },
137
  {
138
+ "name": "Imperfect Information",
139
+ "file": "ImperfectInformation"
140
  },
141
  {
142
+ "name": "Strategic Locations",
143
+ "file": "StrategicLocations"
144
  },
145
  {
146
+ "name": "Tradeoffs",
147
+ "file": "Tradeoffs"
148
  },
149
  {
150
+ "name": "Dice",
151
+ "file": "Dice"
152
  },
153
  {
154
+ "name": "Conflict",
155
+ "file": "Conflict"
156
  },
157
  {
158
+ "name": "Privileged Abilities",
159
+ "file": "PrivilegedAbilities"
160
  },
161
  {
162
+ "name": "Attention Swapping",
163
+ "file": "AttentionSwapping"
164
  },
165
  {
166
  "name": "Lives",
167
  "file": "Lives"
168
  },
169
  {
170
+ "name": "Area Control",
171
+ "file": "AreaControl"
172
  },
173
  {
174
+ "name": "Dedicated Game Facilitators",
175
+ "file": "DedicatedGameFacilitators"
176
  },
177
  {
178
+ "name": "Avatars",
179
+ "file": "Avatars"
180
  },
181
  {
182
+ "name": "Damage",
183
+ "file": "Damage"
184
  },
185
  {
186
+ "name": "Real-Time Games",
187
+ "file": "Real-TimeGames"
188
  },
189
  {
190
+ "name": "Perceivable Margins",
191
+ "file": "PerceivableMargins"
192
  },
193
  {
194
+ "name": "Turn-Based Games",
195
+ "file": "Turn-BasedGames"
196
  },
197
  {
198
+ "name": "Collaborative Actions",
199
+ "file": "CollaborativeActions"
200
  }
201
  ],
202
  "pattern_id": "Combat",
203
  "playable_concept": "Not available yet",
204
  "metadata": {
205
+ "version": "1.2.2",
206
+ "date_processed": "2025-04-26",
207
  "source_file": "Combat.htm",
208
+ "converter_version": "1.2.2"
209
  }
210
  }
Combos.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Combos",
3
  "description": "Sets of actions that trigger additional effects than those that occur due to the individual actions.",
4
  "content": [
5
- "[[Combos]] are a sequence of actions that due to the order or configuration they are performed in trigger additional effects. The sequence of actions perform to create the effect can be seen as an action in itself, although more complex than ordinary actions and possibly interruptible even when the actions it consists of are not."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "The design of [[Combos]] includes deciding if they should provide additional effects or simply modify the already existing effects, how complex they should be to perform and if their execution can be affected by others. [[Combos]] can simply modify the original [[Rewards]] and [[Penalties]] or introduce new [[Rewards]] and [[Penalties]]. [[Combos]] are often used to provide [[Privileged Abilities]], either as an additional [[Reward]] or as a way to provide [[Orthogonal Unit Differentiation]], and are especially common in [[Combat]] activities in [[Real-Time Games]]. The complexity of performing [[Combos]] can be used to set the [[Right Level of Complexity]], for example by requiring [[Rhythm-Based Actions]], in the game and can provide a [[Smooth Learning Curves]] as players can have the possibility to choose between performing simple actions or more difficult [[Combos]]. As with any [[Extended Actions]], [[Combos]] offer the possibility of being [[Interruptible Actions]] independently of whether the actions they consists of are interruptible. In the case of [[Combos]] that are complex or interruptible, motivation for performing them can be given by providing [[Geometric Rewards for Investments]] in addition to any [[Privileged Abilities]].",
@@ -44,102 +46,98 @@
44
  "Potentially conflicting with": []
45
  },
46
  "examples": [
47
- "Fighting games such as the Tekken or Dead or Alive series have only a few basic actions but by heavy use of Combos each character in the game can have the number of possible actions increased by an order of magnitude.",
48
  "The height of jumps in game such as Mario 64 or Super Mario Sunshine can be extended considerably by pressing the jump button again at the right moment after starting a jump."
49
  ],
50
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
51
  "pattern_links": [
52
  {
53
- "name": "Experimenting",
54
- "file": "Experimenting"
55
  },
56
  {
57
- "name": "Right Level of Complexity",
58
- "file": "RightLevelofComplexity"
59
  },
60
  {
61
  "name": "Timing",
62
  "file": "Timing"
63
  },
64
  {
65
- "name": "Smooth Learning Curves",
66
- "file": "SmoothLearningCurves"
67
  },
68
  {
69
- "name": "Collaborative Actions",
70
- "file": "CollaborativeActions"
 
 
 
 
71
  },
72
  {
73
  "name": "Interruptible Actions",
74
  "file": "InterruptibleActions"
75
  },
76
  {
77
- "name": "Configuration",
78
- "file": "Configuration"
79
  },
80
  {
81
- "name": "Combos",
82
- "file": "Combos"
83
  },
84
  {
85
  "name": "Extra-Game Actions",
86
  "file": "Extra-GameActions"
87
  },
88
  {
89
- "name": "Rhythm-Based Actions",
90
- "file": "Rhythm-BasedActions"
91
  },
92
  {
93
- "name": "Geometric Rewards for Investments",
94
- "file": "GeometricRewardsforInvestments"
95
  },
96
  {
97
- "name": "Extended Actions",
98
- "file": "ExtendedActions"
99
  },
100
  {
101
- "name": "Illusionary Rewards",
102
- "file": "IllusionaryRewards"
103
  },
104
  {
105
- "name": "Combat",
106
- "file": "Combat"
107
  },
108
  {
109
- "name": "Progress Indicators",
110
- "file": "ProgressIndicators"
111
  },
112
  {
113
  "name": "Rewards",
114
  "file": "Rewards"
115
  },
116
  {
117
- "name": "Extra-Game Information",
118
- "file": "Extra-GameInformation"
119
- },
120
- {
121
- "name": "Orthogonal Unit Differentiation",
122
- "file": "OrthogonalUnitDifferentiation"
123
- },
124
- {
125
- "name": "Privileged Abilities",
126
- "file": "PrivilegedAbilities"
127
  },
128
  {
129
- "name": "Strategic Knowledge",
130
- "file": "StrategicKnowledge"
131
  },
132
  {
133
- "name": "Penalties",
134
- "file": "Penalties"
135
  }
136
  ],
137
  "pattern_id": "Combos",
138
  "playable_concept": "Not available yet",
139
  "metadata": {
140
- "version": "1.2.1",
141
- "date_processed": "2025-04-24",
142
  "source_file": "Combos.htm",
143
- "converter_version": "1.2.1"
144
  }
145
  }
 
2
  "pattern_name": "Combos",
3
  "description": "Sets of actions that trigger additional effects than those that occur due to the individual actions.",
4
  "content": [
5
+ "[[Combos]] are a sequence of actions that due to the order or configuration they are performed in trigger additional effects. The sequence of actions perform to create the effect can be seen as an action in itself, although more complex than ordinary actions and possibly interruptible even when the actions it consists of are not.",
6
+ "Example: Fighting games such as the Tekken or Dead or Alive series have only a few basic actions but by heavy use of [[Combos]] each character in the game can have the number of possible actions increased by an order of magnitude.",
7
+ "Example: The height of jumps in game such as Mario 64 or Super Mario Sunshine can be extended considerably by pressing the jump button again at the right moment after starting a jump."
8
  ],
9
  "using_the_pattern": [
10
  "The design of [[Combos]] includes deciding if they should provide additional effects or simply modify the already existing effects, how complex they should be to perform and if their execution can be affected by others. [[Combos]] can simply modify the original [[Rewards]] and [[Penalties]] or introduce new [[Rewards]] and [[Penalties]]. [[Combos]] are often used to provide [[Privileged Abilities]], either as an additional [[Reward]] or as a way to provide [[Orthogonal Unit Differentiation]], and are especially common in [[Combat]] activities in [[Real-Time Games]]. The complexity of performing [[Combos]] can be used to set the [[Right Level of Complexity]], for example by requiring [[Rhythm-Based Actions]], in the game and can provide a [[Smooth Learning Curves]] as players can have the possibility to choose between performing simple actions or more difficult [[Combos]]. As with any [[Extended Actions]], [[Combos]] offer the possibility of being [[Interruptible Actions]] independently of whether the actions they consists of are interruptible. In the case of [[Combos]] that are complex or interruptible, motivation for performing them can be given by providing [[Geometric Rewards for Investments]] in addition to any [[Privileged Abilities]].",
 
46
  "Potentially conflicting with": []
47
  },
48
  "examples": [
49
+ "Fighting games such as the Tekken or Dead or Alive series have only a few basic actions but by heavy use of [[Combos]] each character in the game can have the number of possible actions increased by an order of magnitude.",
50
  "The height of jumps in game such as Mario 64 or Super Mario Sunshine can be extended considerably by pressing the jump button again at the right moment after starting a jump."
51
  ],
52
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
53
  "pattern_links": [
54
  {
55
+ "name": "Combat",
56
+ "file": "Combat"
57
  },
58
  {
59
+ "name": "Experimenting",
60
+ "file": "Experimenting"
61
  },
62
  {
63
  "name": "Timing",
64
  "file": "Timing"
65
  },
66
  {
67
+ "name": "Penalties",
68
+ "file": "Penalties"
69
  },
70
  {
71
+ "name": "Extra-Game Information",
72
+ "file": "Extra-GameInformation"
73
+ },
74
+ {
75
+ "name": "Extended Actions",
76
+ "file": "ExtendedActions"
77
  },
78
  {
79
  "name": "Interruptible Actions",
80
  "file": "InterruptibleActions"
81
  },
82
  {
83
+ "name": "Smooth Learning Curves",
84
+ "file": "SmoothLearningCurves"
85
  },
86
  {
87
+ "name": "Strategic Knowledge",
88
+ "file": "StrategicKnowledge"
89
  },
90
  {
91
  "name": "Extra-Game Actions",
92
  "file": "Extra-GameActions"
93
  },
94
  {
95
+ "name": "Orthogonal Unit Differentiation",
96
+ "file": "OrthogonalUnitDifferentiation"
97
  },
98
  {
99
+ "name": "Progress Indicators",
100
+ "file": "ProgressIndicators"
101
  },
102
  {
103
+ "name": "Privileged Abilities",
104
+ "file": "PrivilegedAbilities"
105
  },
106
  {
107
+ "name": "Configuration",
108
+ "file": "Configuration"
109
  },
110
  {
111
+ "name": "Illusionary Rewards",
112
+ "file": "IllusionaryRewards"
113
  },
114
  {
115
+ "name": "Right Level of Complexity",
116
+ "file": "RightLevelofComplexity"
117
  },
118
  {
119
  "name": "Rewards",
120
  "file": "Rewards"
121
  },
122
  {
123
+ "name": "Collaborative Actions",
124
+ "file": "CollaborativeActions"
 
 
 
 
 
 
 
 
125
  },
126
  {
127
+ "name": "Geometric Rewards for Investments",
128
+ "file": "GeometricRewardsforInvestments"
129
  },
130
  {
131
+ "name": "Rhythm-Based Actions",
132
+ "file": "Rhythm-BasedActions"
133
  }
134
  ],
135
  "pattern_id": "Combos",
136
  "playable_concept": "Not available yet",
137
  "metadata": {
138
+ "version": "1.2.2",
139
+ "date_processed": "2025-04-26",
140
  "source_file": "Combos.htm",
141
+ "converter_version": "1.2.2"
142
  }
143
  }
CommittedGoals.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Committed Goals",
3
  "description": "Goals that players have entered a form of contract to try and fulfill.",
4
  "content": [
5
- "Although most games have many goals in them, players do not have to accept or strive to complete all of them. However, those goals that players have chosen to strive towards and will result in some form of penalty if not completed are committed. The commitment to a goal may, depending on the goal, be present from the beginning of the game or come later during play."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "One can separate [[Committed Goals]] into three different categories, and making a goal a [[Committed Goal]] requires the game designer to choose which category the goal should belong to. The first category consists of the goals that define the winning condition of the game, or subgoals that are required to solve the main goal of the game. The commitment toward completing the goal is the same as the commitment to try and win the game; if a player is performing legal actions in the game but not committed to such a goal, one can argue that the player is not actually playing the game.",
@@ -42,82 +44,78 @@
42
  "Potentially conflicting with": []
43
  },
44
  "examples": [
45
- "The winning conditions of games such as Chess or Go are Committed Goals that players have to strive for; if they are not working toward these conditions, they are not playing the game.",
46
  "In the board game Ticket to Ride, players can commit to building a railway line between cities. Once committed, the player will at the end of the game either receive a certain amount of points if successful or be penalized by the same amount if the line is not completed. A similar example can be found in the trick-based card game Bridge."
47
  ],
48
  "label": "12. Game Design Patterns for Goal Structures",
49
  "pattern_links": [
50
  {
51
- "name": "Committed Goals",
52
- "file": "CommittedGoals"
53
  },
54
  {
55
- "name": "Rewards",
56
- "file": "Rewards"
57
  },
58
  {
59
- "name": "Collaborative Actions",
60
- "file": "CollaborativeActions"
61
  },
62
  {
63
- "name": "Negotiation",
64
- "file": "Negotiation"
65
  },
66
  {
67
- "name": "Area Control",
68
- "file": "AreaControl"
69
  },
70
  {
71
- "name": "Player-Decided Distribution of Rewards & Penalties",
72
- "file": "Player-DecidedDistributionofRewards&Penalties"
73
  },
74
  {
75
- "name": "Closure Points",
76
- "file": "ClosurePoints"
77
  },
78
  {
79
- "name": "Extra-Game Consequences",
80
- "file": "Extra-GameConsequences"
81
  },
82
  {
83
- "name": "Investments",
84
- "file": "Investments"
85
  },
86
  {
87
- "name": "Unknown Goals",
88
- "file": "UnknownGoals"
89
  },
90
  {
91
  "name": "Tradeoffs",
92
  "file": "Tradeoffs"
93
  },
94
  {
95
- "name": "Ephemeral Goals",
96
- "file": "EphemeralGoals"
97
- },
98
- {
99
- "name": "Betrayal",
100
- "file": "Betrayal"
101
  },
102
  {
103
- "name": "Risk/Reward",
104
- "file": "RiskReward"
105
  },
106
  {
107
- "name": "Penalties",
108
- "file": "Penalties"
109
  },
110
  {
111
- "name": "Gain Information",
112
- "file": "GainInformation"
113
  }
114
  ],
115
  "pattern_id": "CommittedGoals",
116
  "playable_concept": "Not available yet",
117
  "metadata": {
118
- "version": "1.2.1",
119
- "date_processed": "2025-04-24",
120
  "source_file": "CommittedGoals.htm",
121
- "converter_version": "1.2.1"
122
  }
123
  }
 
2
  "pattern_name": "Committed Goals",
3
  "description": "Goals that players have entered a form of contract to try and fulfill.",
4
  "content": [
5
+ "Although most games have many goals in them, players do not have to accept or strive to complete all of them. However, those goals that players have chosen to strive towards and will result in some form of penalty if not completed are committed. The commitment to a goal may, depending on the goal, be present from the beginning of the game or come later during play.",
6
+ "Example: The winning conditions of games such as Chess or Go are [[Committed Goals]] that players have to strive for; if they are not working toward these conditions, they are not playing the game.",
7
+ "Example: In the board game Ticket to Ride, players can commit to building a railway line between cities. Once committed, the player will at the end of the game either receive a certain amount of points if successful or be penalized by the same amount if the line is not completed. A similar example can be found in the trick-based card game Bridge."
8
  ],
9
  "using_the_pattern": [
10
  "One can separate [[Committed Goals]] into three different categories, and making a goal a [[Committed Goal]] requires the game designer to choose which category the goal should belong to. The first category consists of the goals that define the winning condition of the game, or subgoals that are required to solve the main goal of the game. The commitment toward completing the goal is the same as the commitment to try and win the game; if a player is performing legal actions in the game but not committed to such a goal, one can argue that the player is not actually playing the game.",
 
44
  "Potentially conflicting with": []
45
  },
46
  "examples": [
47
+ "The winning conditions of games such as Chess or Go are [[Committed Goals]] that players have to strive for; if they are not working toward these conditions, they are not playing the game.",
48
  "In the board game Ticket to Ride, players can commit to building a railway line between cities. Once committed, the player will at the end of the game either receive a certain amount of points if successful or be penalized by the same amount if the line is not completed. A similar example can be found in the trick-based card game Bridge."
49
  ],
50
  "label": "12. Game Design Patterns for Goal Structures",
51
  "pattern_links": [
52
  {
53
+ "name": "Ephemeral Goals",
54
+ "file": "EphemeralGoals"
55
  },
56
  {
57
+ "name": "Penalties",
58
+ "file": "Penalties"
59
  },
60
  {
61
+ "name": "Unknown Goals",
62
+ "file": "UnknownGoals"
63
  },
64
  {
65
+ "name": "Closure Points",
66
+ "file": "ClosurePoints"
67
  },
68
  {
69
+ "name": "Risk/Reward",
70
+ "file": "RiskReward"
71
  },
72
  {
73
+ "name": "Investments",
74
+ "file": "Investments"
75
  },
76
  {
77
+ "name": "Negotiation",
78
+ "file": "Negotiation"
79
  },
80
  {
81
+ "name": "Betrayal",
82
+ "file": "Betrayal"
83
  },
84
  {
85
+ "name": "Gain Information",
86
+ "file": "GainInformation"
87
  },
88
  {
89
+ "name": "Rewards",
90
+ "file": "Rewards"
91
  },
92
  {
93
  "name": "Tradeoffs",
94
  "file": "Tradeoffs"
95
  },
96
  {
97
+ "name": "Player-Decided Distribution of Rewards & Penalties",
98
+ "file": "Player-DecidedDistributionofRewards&Penalties"
 
 
 
 
99
  },
100
  {
101
+ "name": "Collaborative Actions",
102
+ "file": "CollaborativeActions"
103
  },
104
  {
105
+ "name": "Extra-Game Consequences",
106
+ "file": "Extra-GameConsequences"
107
  },
108
  {
109
+ "name": "Area Control",
110
+ "file": "AreaControl"
111
  }
112
  ],
113
  "pattern_id": "CommittedGoals",
114
  "playable_concept": "Not available yet",
115
  "metadata": {
116
+ "version": "1.2.2",
117
+ "date_processed": "2025-04-26",
118
  "source_file": "CommittedGoals.htm",
119
+ "converter_version": "1.2.2"
120
  }
121
  }
CommunicationChannels.json CHANGED
@@ -2,7 +2,9 @@
2
  "pattern_name": "Communication Channels",
3
  "description": "Communication Channels are the medium and the methods players can use to send messages to other players.",
4
  "content": [
5
- "The game itself can be a [[Communication Channel]]: players can send \"messages\" to other players by making changes to the game state. This lowest level of communication does not necessarily have interesting social interaction between the players. More interesting situations happen when there is a possibility for verbal and especially non-verbal communication in addition to just sharing the game state."
 
 
6
  ],
7
  "using_the_pattern": [
8
  "For the sake of this brief discussion, the communication methods and channels and social situations are classified in terms of three rather crude and slightly interdependent dichotomies: face to face versus mediated, synchronous versus asynchronous, and verbal versus non-verbal. All these also use a simple model of communication based on the sender sending a message through a channel to the (potential) receiver.",
@@ -37,50 +39,38 @@
37
  },
38
  "examples": [
39
  "In Pictionary, teams score points when members of the team guess correctly the words that one of the members tries to draw within a time limit. The player doing the drawing is not allowed to use any verbal communication. Drawing and non-verbal signs, such as gestures, are the only allowed methods of communication for that player. The players trying to guess the word are, of course, allowed to use verbal communication.",
40
- "Current MMORPGs usually provide many different kinds of Communication Channels for the players, from chat channels to predefined gestures for the players' Avatars. Players can, of course, use Communication Channels, such as IRC and even telephones, which are not part of the game system itself."
41
  ],
42
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
43
  "pattern_links": [
44
  {
45
- "name": "Communication Channels",
46
- "file": "CommunicationChannels"
47
- },
48
- {
49
- "name": "Real-Time Games",
50
- "file": "Real-TimeGames"
51
- },
52
- {
53
- "name": "Asymmetric Abilities",
54
- "file": "AsymmetricAbilities"
55
  },
56
  {
57
  "name": "Dedicated Game Facilitators",
58
  "file": "DedicatedGameFacilitators"
59
  },
60
  {
61
- "name": "Avatars",
62
- "file": "Avatars"
63
  },
64
  {
65
  "name": "Social Organizations",
66
  "file": "SocialOrganizations"
67
  },
68
  {
69
- "name": "Direct Information",
70
- "file": "DirectInformation"
71
  },
72
  {
73
- "name": "Synchronous Games",
74
- "file": "SynchronousGames"
75
  },
76
  {
77
  "name": "Public Information",
78
  "file": "PublicInformation"
79
  },
80
- {
81
- "name": "Uncertainty of Information",
82
- "file": "UncertaintyofInformation"
83
- },
84
  {
85
  "name": "Asynchronous Games",
86
  "file": "AsynchronousGames"
@@ -88,14 +78,18 @@
88
  {
89
  "name": "Indirect Information",
90
  "file": "IndirectInformation"
 
 
 
 
91
  }
92
  ],
93
  "pattern_id": "CommunicationChannels",
94
  "playable_concept": "Not available yet",
95
  "metadata": {
96
- "version": "1.2.1",
97
- "date_processed": "2025-04-24",
98
  "source_file": "CommunicationChannels.htm",
99
- "converter_version": "1.2.1"
100
  }
101
  }
 
2
  "pattern_name": "Communication Channels",
3
  "description": "Communication Channels are the medium and the methods players can use to send messages to other players.",
4
  "content": [
5
+ "The game itself can be a [[Communication Channel]]: players can send \"messages\" to other players by making changes to the game state. This lowest level of communication does not necessarily have interesting social interaction between the players. More interesting situations happen when there is a possibility for verbal and especially non-verbal communication in addition to just sharing the game state.",
6
+ "Example: In Pictionary, teams score points when members of the team guess correctly the words that one of the members tries to draw within a time limit. The player doing the drawing is not allowed to use any verbal communication. Drawing and non-verbal signs, such as gestures, are the only allowed methods of communication for that player. The players trying to guess the word are, of course, allowed to use verbal communication.",
7
+ "Example: Current MMORPGs usually provide many different kinds of [[Communication Channels]] for the players, from chat channels to predefined gestures for the players' [[Avatars]]. Players can, of course, use [[Communication Channels]], such as IRC and even telephones, which are not part of the game system itself."
8
  ],
9
  "using_the_pattern": [
10
  "For the sake of this brief discussion, the communication methods and channels and social situations are classified in terms of three rather crude and slightly interdependent dichotomies: face to face versus mediated, synchronous versus asynchronous, and verbal versus non-verbal. All these also use a simple model of communication based on the sender sending a message through a channel to the (potential) receiver.",
 
39
  },
40
  "examples": [
41
  "In Pictionary, teams score points when members of the team guess correctly the words that one of the members tries to draw within a time limit. The player doing the drawing is not allowed to use any verbal communication. Drawing and non-verbal signs, such as gestures, are the only allowed methods of communication for that player. The players trying to guess the word are, of course, allowed to use verbal communication.",
42
+ "Current MMORPGs usually provide many different kinds of [[Communication Channels]] for the players, from chat channels to predefined gestures for the players' [[Avatars]]. Players can, of course, use [[Communication Channels]], such as IRC and even telephones, which are not part of the game system itself."
43
  ],
44
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
45
  "pattern_links": [
46
  {
47
+ "name": "Synchronous Games",
48
+ "file": "SynchronousGames"
 
 
 
 
 
 
 
 
49
  },
50
  {
51
  "name": "Dedicated Game Facilitators",
52
  "file": "DedicatedGameFacilitators"
53
  },
54
  {
55
+ "name": "Direct Information",
56
+ "file": "DirectInformation"
57
  },
58
  {
59
  "name": "Social Organizations",
60
  "file": "SocialOrganizations"
61
  },
62
  {
63
+ "name": "Uncertainty of Information",
64
+ "file": "UncertaintyofInformation"
65
  },
66
  {
67
+ "name": "Real-Time Games",
68
+ "file": "Real-TimeGames"
69
  },
70
  {
71
  "name": "Public Information",
72
  "file": "PublicInformation"
73
  },
 
 
 
 
74
  {
75
  "name": "Asynchronous Games",
76
  "file": "AsynchronousGames"
 
78
  {
79
  "name": "Indirect Information",
80
  "file": "IndirectInformation"
81
+ },
82
+ {
83
+ "name": "Asymmetric Abilities",
84
+ "file": "AsymmetricAbilities"
85
  }
86
  ],
87
  "pattern_id": "CommunicationChannels",
88
  "playable_concept": "Not available yet",
89
  "metadata": {
90
+ "version": "1.2.2",
91
+ "date_processed": "2025-04-26",
92
  "source_file": "CommunicationChannels.htm",
93
+ "converter_version": "1.2.2"
94
  }
95
  }
CompetenceAreas.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Competence Areas",
3
  "description": "Players have or can develop an area of specialty within a game.",
4
  "content": [
5
- "Games where player cooperate with each other or even with the game system often require different types of skills. When players can train on one particular set of skill this allows them to become specialists with their own [[Competence Areas]]."
 
6
  ],
7
  "using_the_pattern": [
8
  "[[Competence Areas]] require a [[Multiplayer Game]] that supports [[Team Play]] and [[Cooperation]]. Giving players areas of expertise from the beginning of gameplay can be done by [[Privileged Abilities]] while [[Competence Areas]] can arise from [[New Abilities]] or [[Improved Abilities]] during gameplay, often implemented as improved or new [[Skills]] of [[Characters]]. [[Competence Areas]] can emerge from open-ended actions such as [[Construction]] when they provide [[Creative Control]] but is difficult to guarantee by a game design.",
@@ -53,52 +54,52 @@
53
  "label": "10. Game Design Patterns for Social Interaction",
54
  "pattern_links": [
55
  {
56
- "name": "Varied Gameplay",
57
- "file": "VariedGameplay"
58
- },
59
- {
60
- "name": "Empowerment",
61
- "file": "Empowerment"
62
- },
63
- {
64
- "name": "Team Balance",
65
- "file": "TeamBalance"
66
  },
67
  {
68
- "name": "Improved Abilities",
69
- "file": "ImprovedAbilities"
70
  },
71
  {
72
- "name": "Social Statuses",
73
- "file": "SocialStatuses"
74
  },
75
  {
76
  "name": "Cooperation",
77
  "file": "Cooperation"
78
  },
79
  {
80
- "name": "Characters",
81
- "file": "Characters"
 
 
 
 
82
  },
83
  {
84
  "name": "Skills",
85
  "file": "Skills"
86
  },
87
  {
88
- "name": "Planned Character Development",
89
- "file": "PlannedCharacterDevelopment"
90
  },
91
  {
92
- "name": "New Abilities",
93
- "file": "NewAbilities"
94
  },
95
  {
96
- "name": "Polyathlons",
97
- "file": "Polyathlons"
98
  },
99
  {
100
- "name": "Team Development",
101
- "file": "TeamDevelopment"
 
 
 
 
102
  },
103
  {
104
  "name": "Team Play",
@@ -109,44 +110,44 @@
109
  "file": "CreativeControl"
110
  },
111
  {
112
- "name": "Ability Losses",
113
- "file": "AbilityLosses"
114
  },
115
  {
116
- "name": "Game Mastery",
117
- "file": "GameMastery"
118
  },
119
  {
120
- "name": "Dynamic Alliances",
121
- "file": "DynamicAlliances"
122
  },
123
  {
124
- "name": "Construction",
125
- "file": "Construction"
126
  },
127
  {
128
- "name": "Social Organizations",
129
- "file": "SocialOrganizations"
130
  },
131
  {
132
- "name": "Multiplayer Games",
133
- "file": "MultiplayerGames"
134
  },
135
  {
136
- "name": "Orthogonal Unit Differentiation",
137
- "file": "OrthogonalUnitDifferentiation"
138
  },
139
  {
140
- "name": "Privileged Abilities",
141
- "file": "PrivilegedAbilities"
142
  }
143
  ],
144
  "pattern_id": "CompetenceAreas",
145
  "playable_concept": "Not available yet",
146
  "metadata": {
147
- "version": "1.2.1",
148
- "date_processed": "2025-04-24",
149
  "source_file": "CompetenceAreas.htm",
150
- "converter_version": "1.2.1"
151
  }
152
  }
 
2
  "pattern_name": "Competence Areas",
3
  "description": "Players have or can develop an area of specialty within a game.",
4
  "content": [
5
+ "Games where player cooperate with each other or even with the game system often require different types of skills. When players can train on one particular set of skill this allows them to become specialists with their own [[Competence Areas]].",
6
+ "Example: class-based multiplayer first-person shooters such as Team Fortress Classic or Return to Castle Wolfenstein: Enemy Territory allows players to play one class and develop their expertise as a member of that class."
7
  ],
8
  "using_the_pattern": [
9
  "[[Competence Areas]] require a [[Multiplayer Game]] that supports [[Team Play]] and [[Cooperation]]. Giving players areas of expertise from the beginning of gameplay can be done by [[Privileged Abilities]] while [[Competence Areas]] can arise from [[New Abilities]] or [[Improved Abilities]] during gameplay, often implemented as improved or new [[Skills]] of [[Characters]]. [[Competence Areas]] can emerge from open-ended actions such as [[Construction]] when they provide [[Creative Control]] but is difficult to guarantee by a game design.",
 
54
  "label": "10. Game Design Patterns for Social Interaction",
55
  "pattern_links": [
56
  {
57
+ "name": "New Abilities",
58
+ "file": "NewAbilities"
 
 
 
 
 
 
 
 
59
  },
60
  {
61
+ "name": "Ability Losses",
62
+ "file": "AbilityLosses"
63
  },
64
  {
65
+ "name": "Social Organizations",
66
+ "file": "SocialOrganizations"
67
  },
68
  {
69
  "name": "Cooperation",
70
  "file": "Cooperation"
71
  },
72
  {
73
+ "name": "Team Balance",
74
+ "file": "TeamBalance"
75
+ },
76
+ {
77
+ "name": "Game Mastery",
78
+ "file": "GameMastery"
79
  },
80
  {
81
  "name": "Skills",
82
  "file": "Skills"
83
  },
84
  {
85
+ "name": "Varied Gameplay",
86
+ "file": "VariedGameplay"
87
  },
88
  {
89
+ "name": "Empowerment",
90
+ "file": "Empowerment"
91
  },
92
  {
93
+ "name": "Orthogonal Unit Differentiation",
94
+ "file": "OrthogonalUnitDifferentiation"
95
  },
96
  {
97
+ "name": "Privileged Abilities",
98
+ "file": "PrivilegedAbilities"
99
+ },
100
+ {
101
+ "name": "Characters",
102
+ "file": "Characters"
103
  },
104
  {
105
  "name": "Team Play",
 
110
  "file": "CreativeControl"
111
  },
112
  {
113
+ "name": "Construction",
114
+ "file": "Construction"
115
  },
116
  {
117
+ "name": "Multiplayer Games",
118
+ "file": "MultiplayerGames"
119
  },
120
  {
121
+ "name": "Polyathlons",
122
+ "file": "Polyathlons"
123
  },
124
  {
125
+ "name": "Improved Abilities",
126
+ "file": "ImprovedAbilities"
127
  },
128
  {
129
+ "name": "Dynamic Alliances",
130
+ "file": "DynamicAlliances"
131
  },
132
  {
133
+ "name": "Planned Character Development",
134
+ "file": "PlannedCharacterDevelopment"
135
  },
136
  {
137
+ "name": "Team Development",
138
+ "file": "TeamDevelopment"
139
  },
140
  {
141
+ "name": "Social Statuses",
142
+ "file": "SocialStatuses"
143
  }
144
  ],
145
  "pattern_id": "CompetenceAreas",
146
  "playable_concept": "Not available yet",
147
  "metadata": {
148
+ "version": "1.2.2",
149
+ "date_processed": "2025-04-26",
150
  "source_file": "CompetenceAreas.htm",
151
+ "converter_version": "1.2.2"
152
  }
153
  }
Competition.json CHANGED
@@ -2,7 +2,8 @@
2
  "pattern_name": "Competition",
3
  "description": "Competition is the struggle between players or against the game system to achieve a certain goal where the performance of the players can be measured at least relatively.",
4
  "content": [
5
- "[[Competition]] can take many forms, with the primary dichotomy being between having to actively engage against other players to win, direct [[Competition]], or being able to win without interacting directly with other players, indirect [[Competition]]. The first case is the most common and is usually aggressive and destructive (e. g., Chess) but is also often perceived as the most emotionally engaging. The second can more easily allow for slow-paced games and constructive gameplay. It also puts more emphasis on competing against oneself."
 
6
  ],
7
  "using_the_pattern": [
8
  "The easiest form of [[Competition]] is [[Conflict]] with [[Enemies]], but any situation where players have [[Incompatible Goals]], [[Excluding Goals]] (possibly through [[Tiebreakers]]), or [[Rewards]] (especially [[Individual Rewards]]), can cause [[Competition]]. Two forms of [[Competition]] that require [[Conflict]] are [[Overcome]] and [[King of the Hill]]. Examples of [[Competition]] without [[Conflict]] are all forms of [[Races]] without [[Interferable Goals]] or [[Last Man Standing]] goals where the players are not the cause of each others' demise. In these types of [[Competitions]], the players are not each others [[Enemies]], but the game may provide other [[Enemies]] through [[Agents]].",
@@ -64,81 +65,65 @@
64
  ]
65
  },
66
  "examples": [
67
- "Many games based on race have indirect Competition between the players to reach a certain position in the game as fast as possible. The performance of the players is measured by timing each player's race."
68
  ],
69
  "label": "10. Game Design Patterns for Social Interaction",
70
  "pattern_links": [
71
  {
72
- "name": "Ghosts",
73
- "file": "Ghosts"
74
- },
75
- {
76
- "name": "Symmetric Goals",
77
- "file": "SymmetricGoals"
78
- },
79
- {
80
- "name": "Experimenting",
81
- "file": "Experimenting"
82
- },
83
- {
84
- "name": "Excluding Goals",
85
- "file": "ExcludingGoals"
86
- },
87
- {
88
- "name": "Last Man Standing",
89
- "file": "LastManStanding"
90
  },
91
  {
92
- "name": "Alliances",
93
- "file": "Alliances"
94
  },
95
  {
96
- "name": "Social Dilemmas",
97
- "file": "SocialDilemmas"
98
  },
99
  {
100
- "name": "Unknown Goals",
101
- "file": "UnknownGoals"
102
  },
103
  {
104
- "name": "Player Balance",
105
- "file": "PlayerBalance"
106
  },
107
  {
108
- "name": "Social Statuses",
109
- "file": "SocialStatuses"
110
  },
111
  {
112
- "name": "Collaborative Actions",
113
- "file": "CollaborativeActions"
114
  },
115
  {
116
- "name": "Cooperation",
117
- "file": "Cooperation"
118
  },
119
  {
120
  "name": "Tension",
121
  "file": "Tension"
122
  },
123
  {
124
- "name": "Competition",
125
- "file": "Competition"
126
  },
127
  {
128
- "name": "Conflict",
129
- "file": "Conflict"
130
  },
131
  {
132
- "name": "Agents",
133
- "file": "Agents"
134
  },
135
  {
136
- "name": "Individual Rewards",
137
- "file": "IndividualRewards"
138
  },
139
  {
140
- "name": "Tiebreakers",
141
- "file": "Tiebreakers"
142
  },
143
  {
144
  "name": "Shared Resources",
@@ -149,68 +134,80 @@
149
  "file": "Trading"
150
  },
151
  {
152
- "name": "King of the Hill",
153
- "file": "KingoftheHill"
154
  },
155
  {
156
- "name": "Mutual Goals",
157
- "file": "MutualGoals"
158
  },
159
  {
160
- "name": "Shared Rewards",
161
- "file": "SharedRewards"
162
  },
163
  {
164
- "name": "Bidding",
165
- "file": "Bidding"
166
  },
167
  {
168
- "name": "Asymmetric Goals",
169
- "file": "AsymmetricGoals"
 
 
 
 
170
  },
171
  {
172
  "name": "Incompatible Goals",
173
  "file": "IncompatibleGoals"
174
  },
175
  {
176
- "name": "Red Queen Dilemmas",
177
- "file": "RedQueenDilemmas"
 
 
 
 
 
 
 
 
178
  },
179
  {
180
  "name": "Dynamic Alliances",
181
  "file": "DynamicAlliances"
182
  },
183
  {
184
- "name": "Race",
185
- "file": "Race"
186
  },
187
  {
188
- "name": "Enemies",
189
- "file": "Enemies"
190
  },
191
  {
192
- "name": "Rewards",
193
- "file": "Rewards"
194
  },
195
  {
196
- "name": "Social Organizations",
197
- "file": "SocialOrganizations"
198
  },
199
  {
200
- "name": "Social Interaction",
201
- "file": "SocialInteraction"
202
  },
203
  {
204
- "name": "Overcome",
205
- "file": "Overcome"
206
  }
207
  ],
208
  "pattern_id": "Competition",
209
  "playable_concept": "Not available yet",
210
  "metadata": {
211
- "version": "1.2.1",
212
- "date_processed": "2025-04-24",
213
  "source_file": "Competition.htm",
214
- "converter_version": "1.2.1"
215
  }
216
  }
 
2
  "pattern_name": "Competition",
3
  "description": "Competition is the struggle between players or against the game system to achieve a certain goal where the performance of the players can be measured at least relatively.",
4
  "content": [
5
+ "[[Competition]] can take many forms, with the primary dichotomy being between having to actively engage against other players to win, direct [[Competition]], or being able to win without interacting directly with other players, indirect [[Competition]]. The first case is the most common and is usually aggressive and destructive (e. g., Chess) but is also often perceived as the most emotionally engaging. The second can more easily allow for slow-paced games and constructive gameplay. It also puts more emphasis on competing against oneself.",
6
+ "Example: Many games based on race have indirect [[Competition]] between the players to reach a certain position in the game as fast as possible. The performance of the players is measured by timing each player's race."
7
  ],
8
  "using_the_pattern": [
9
  "The easiest form of [[Competition]] is [[Conflict]] with [[Enemies]], but any situation where players have [[Incompatible Goals]], [[Excluding Goals]] (possibly through [[Tiebreakers]]), or [[Rewards]] (especially [[Individual Rewards]]), can cause [[Competition]]. Two forms of [[Competition]] that require [[Conflict]] are [[Overcome]] and [[King of the Hill]]. Examples of [[Competition]] without [[Conflict]] are all forms of [[Races]] without [[Interferable Goals]] or [[Last Man Standing]] goals where the players are not the cause of each others' demise. In these types of [[Competitions]], the players are not each others [[Enemies]], but the game may provide other [[Enemies]] through [[Agents]].",
 
65
  ]
66
  },
67
  "examples": [
68
+ "Many games based on race have indirect [[Competition]] between the players to reach a certain position in the game as fast as possible. The performance of the players is measured by timing each player's race."
69
  ],
70
  "label": "10. Game Design Patterns for Social Interaction",
71
  "pattern_links": [
72
  {
73
+ "name": "Social Organizations",
74
+ "file": "SocialOrganizations"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
75
  },
76
  {
77
+ "name": "Cooperation",
78
+ "file": "Cooperation"
79
  },
80
  {
81
+ "name": "Mutual Goals",
82
+ "file": "MutualGoals"
83
  },
84
  {
85
+ "name": "Ghosts",
86
+ "file": "Ghosts"
87
  },
88
  {
89
+ "name": "Shared Rewards",
90
+ "file": "SharedRewards"
91
  },
92
  {
93
+ "name": "Asymmetric Goals",
94
+ "file": "AsymmetricGoals"
95
  },
96
  {
97
+ "name": "Experimenting",
98
+ "file": "Experimenting"
99
  },
100
  {
101
+ "name": "Overcome",
102
+ "file": "Overcome"
103
  },
104
  {
105
  "name": "Tension",
106
  "file": "Tension"
107
  },
108
  {
109
+ "name": "Excluding Goals",
110
+ "file": "ExcludingGoals"
111
  },
112
  {
113
+ "name": "Social Interaction",
114
+ "file": "SocialInteraction"
115
  },
116
  {
117
+ "name": "Red Queen Dilemmas",
118
+ "file": "RedQueenDilemmas"
119
  },
120
  {
121
+ "name": "Unknown Goals",
122
+ "file": "UnknownGoals"
123
  },
124
  {
125
+ "name": "Enemies",
126
+ "file": "Enemies"
127
  },
128
  {
129
  "name": "Shared Resources",
 
134
  "file": "Trading"
135
  },
136
  {
137
+ "name": "Individual Rewards",
138
+ "file": "IndividualRewards"
139
  },
140
  {
141
+ "name": "Player Balance",
142
+ "file": "PlayerBalance"
143
  },
144
  {
145
+ "name": "Symmetric Goals",
146
+ "file": "SymmetricGoals"
147
  },
148
  {
149
+ "name": "Social Dilemmas",
150
+ "file": "SocialDilemmas"
151
  },
152
  {
153
+ "name": "Conflict",
154
+ "file": "Conflict"
155
+ },
156
+ {
157
+ "name": "Tiebreakers",
158
+ "file": "Tiebreakers"
159
  },
160
  {
161
  "name": "Incompatible Goals",
162
  "file": "IncompatibleGoals"
163
  },
164
  {
165
+ "name": "Race",
166
+ "file": "Race"
167
+ },
168
+ {
169
+ "name": "Bidding",
170
+ "file": "Bidding"
171
+ },
172
+ {
173
+ "name": "Rewards",
174
+ "file": "Rewards"
175
  },
176
  {
177
  "name": "Dynamic Alliances",
178
  "file": "DynamicAlliances"
179
  },
180
  {
181
+ "name": "Alliances",
182
+ "file": "Alliances"
183
  },
184
  {
185
+ "name": "Collaborative Actions",
186
+ "file": "CollaborativeActions"
187
  },
188
  {
189
+ "name": "Agents",
190
+ "file": "Agents"
191
  },
192
  {
193
+ "name": "Last Man Standing",
194
+ "file": "LastManStanding"
195
  },
196
  {
197
+ "name": "King of the Hill",
198
+ "file": "KingoftheHill"
199
  },
200
  {
201
+ "name": "Social Statuses",
202
+ "file": "SocialStatuses"
203
  }
204
  ],
205
  "pattern_id": "Competition",
206
  "playable_concept": "Not available yet",
207
  "metadata": {
208
+ "version": "1.2.2",
209
+ "date_processed": "2025-04-26",
210
  "source_file": "Competition.htm",
211
+ "converter_version": "1.2.2"
212
  }
213
  }
Conceal.json CHANGED
@@ -4,7 +4,9 @@
4
  "content": [
5
  "Having as much information as possible about the game state is usually advantageous, and [[Conceal]] is the goal of trying to prevent other players from gaining information about part of the game state.",
6
  "[[Conceal]] is not only about preventing or hindering other players from finding out the location of the goal object; the aim of [[Conceal]] may be to keep certain information associated with a game element from the other players.",
7
- "For example, in some strategy games, the player can use special actions to hide the actual strength of the unit, but not its location or existence. The exact location can also be partially hidden: the Elven cloak in a roleplaying game may hide the wearer in 80\\% of the cases, and cloaking devices in space games may show small bits of intergalactic fighters every now and then."
 
 
8
  ],
9
  "using_the_pattern": [
10
  "The information in [[Conceal]] goals can either be provided to the player or set up by the player, by either following rules or arranging game elements. The possibility to choose or create the information to be hidden allows the pattern to promote [[Replayability]] and to support [[Freedom of Choice]] and [[Creative Control]].",
@@ -38,11 +40,23 @@
38
  "Potentially conflicting with": []
39
  },
40
  "examples": [
41
- "The children's game Hide & Seek is the archetypical example of using Conceal where all children except one try to Conceal their locations.",
42
  "The game Zendo allows the master to secretly make a rule for how differently colored pyramids should be arranged to have Buddha nature, and the goal of the students is to try and extrapolate the rule from experiments."
43
  ],
44
  "label": "11. Game Design Patterns for Goals",
45
  "pattern_links": [
 
 
 
 
 
 
 
 
 
 
 
 
46
  {
47
  "name": "Imperfect Information",
48
  "file": "ImperfectInformation"
@@ -55,14 +69,6 @@
55
  "name": "Preventing Goals",
56
  "file": "PreventingGoals"
57
  },
58
- {
59
- "name": "Red Herrings",
60
- "file": "RedHerrings"
61
- },
62
- {
63
- "name": "Unknown Goals",
64
- "file": "UnknownGoals"
65
- },
66
  {
67
  "name": "Survive",
68
  "file": "Survive"
@@ -71,10 +77,6 @@
71
  "name": "Freedom of Choice",
72
  "file": "FreedomofChoice"
73
  },
74
- {
75
- "name": "Creative Control",
76
- "file": "CreativeControl"
77
- },
78
  {
79
  "name": "Continuous Goals",
80
  "file": "ContinuousGoals"
@@ -82,18 +84,14 @@
82
  {
83
  "name": "Replayability",
84
  "file": "Replayability"
85
- },
86
- {
87
- "name": "Conceal",
88
- "file": "Conceal"
89
  }
90
  ],
91
  "pattern_id": "Conceal",
92
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780274",
93
  "metadata": {
94
- "version": "1.2.1",
95
- "date_processed": "2025-04-24",
96
  "source_file": "Conceal.htm",
97
- "converter_version": "1.2.1"
98
  }
99
  }
 
4
  "content": [
5
  "Having as much information as possible about the game state is usually advantageous, and [[Conceal]] is the goal of trying to prevent other players from gaining information about part of the game state.",
6
  "[[Conceal]] is not only about preventing or hindering other players from finding out the location of the goal object; the aim of [[Conceal]] may be to keep certain information associated with a game element from the other players.",
7
+ "For example, in some strategy games, the player can use special actions to hide the actual strength of the unit, but not its location or existence. The exact location can also be partially hidden: the Elven cloak in a roleplaying game may hide the wearer in 80\\% of the cases, and cloaking devices in space games may show small bits of intergalactic fighters every now and then.",
8
+ "Example: The children's game Hide & Seek is the archetypical example of using [[Conceal]] where all children except one try to [[Conceal]] their locations.",
9
+ "Example: The game Zendo allows the master to secretly make a rule for how differently colored pyramids should be arranged to have Buddha nature, and the goal of the students is to try and extrapolate the rule from experiments."
10
  ],
11
  "using_the_pattern": [
12
  "The information in [[Conceal]] goals can either be provided to the player or set up by the player, by either following rules or arranging game elements. The possibility to choose or create the information to be hidden allows the pattern to promote [[Replayability]] and to support [[Freedom of Choice]] and [[Creative Control]].",
 
40
  "Potentially conflicting with": []
41
  },
42
  "examples": [
43
+ "The children's game Hide & Seek is the archetypical example of using [[Conceal]] where all children except one try to [[Conceal]] their locations.",
44
  "The game Zendo allows the master to secretly make a rule for how differently colored pyramids should be arranged to have Buddha nature, and the goal of the students is to try and extrapolate the rule from experiments."
45
  ],
46
  "label": "11. Game Design Patterns for Goals",
47
  "pattern_links": [
48
+ {
49
+ "name": "Unknown Goals",
50
+ "file": "UnknownGoals"
51
+ },
52
+ {
53
+ "name": "Creative Control",
54
+ "file": "CreativeControl"
55
+ },
56
+ {
57
+ "name": "Red Herrings",
58
+ "file": "RedHerrings"
59
+ },
60
  {
61
  "name": "Imperfect Information",
62
  "file": "ImperfectInformation"
 
69
  "name": "Preventing Goals",
70
  "file": "PreventingGoals"
71
  },
 
 
 
 
 
 
 
 
72
  {
73
  "name": "Survive",
74
  "file": "Survive"
 
77
  "name": "Freedom of Choice",
78
  "file": "FreedomofChoice"
79
  },
 
 
 
 
80
  {
81
  "name": "Continuous Goals",
82
  "file": "ContinuousGoals"
 
84
  {
85
  "name": "Replayability",
86
  "file": "Replayability"
 
 
 
 
87
  }
88
  ],
89
  "pattern_id": "Conceal",
90
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780274",
91
  "metadata": {
92
+ "version": "1.2.2",
93
+ "date_processed": "2025-04-26",
94
  "source_file": "Conceal.htm",
95
+ "converter_version": "1.2.2"
96
  }
97
  }