diff --git a/AbilityLosses.json b/AbilityLosses.json index 0b2995823d4f26b4147584268eabc69d43aacd9c..3ecc84f7300d1d55a52fc7a8939d1cb493d92115 100644 --- a/AbilityLosses.json +++ b/AbilityLosses.json @@ -2,7 +2,9 @@ "pattern_name": "Ability Losses", "description": "The loss of ability to perform an action in the game.", "content": [ - "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." + "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.", + "Example: Respawning in multiplayer first-person shooters is typically done without any weapons, and the special abilities they provided, gained in earlier gameplay.", + "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." ], "using_the_pattern": [ "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 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Units", + "file": "Units" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Units", - "file": "Units" - }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Damage", - "file": "Damage" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { "name": "Indirect Control", "file": "IndirectControl" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Damage", + "file": "Damage" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" + }, + { + "name": "Downtime", + "file": "Downtime" + }, + { + "name": "Role Reversal", + "file": "RoleReversal" } ], "pattern_id": "AbilityLosses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AbilityLosses.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Achilles'Heels.json b/Achilles'Heels.json index 2ddfa666fe30b8c11b78406a5a5ca0a80bdf39e3..849f8c3033f328556151db7332daf7c015c4d699 100644 --- a/Achilles'Heels.json +++ b/Achilles'Heels.json @@ -2,7 +2,10 @@ "pattern_name": "Achilles' Heels", "description": "A special weakness of an enemy that can be used to defeat that enemy much easier than by other means.", "content": [ - "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." + "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.", + "Example: the final monster in Half-Life can only be damaged by first hitting a special area.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Experimenting", - "file": "Experimenting" - }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, - { - "name": "Traces", - "file": "Traces" - }, - { - "name": "Tools", - "file": "Tools" - }, { "name": "Clues", "file": "Clues" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Boss Monsters", + "file": "BossMonsters" + }, + { + "name": "Damage", + "file": "Damage" }, { "name": "Supporting Goals", @@ -81,40 +72,52 @@ "file": "Combat" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Boss Monsters", - "file": "BossMonsters" + "name": "Public Information", + "file": "PublicInformation" + }, + { + "name": "Tools", + "file": "Tools" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Experimenting", + "file": "Experimenting" + }, + { + "name": "Overcome", + "file": "Overcome" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Damage", - "file": "Damage" + "name": "Traces", + "file": "Traces" }, { "name": "Puzzle Solving", "file": "PuzzleSolving" - }, - { - "name": "Gain Information", - "file": "GainInformation" } ], "pattern_id": "Achilles'Heels", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Achilles'Heels.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Agents.json b/Agents.json index 0a42674d77815bca36bd212e66f459a75ec6000b..2f738bf28b74629810fcd7270ddaf8fb0650dac7 100644 --- a/Agents.json +++ b/Agents.json @@ -2,7 +2,8 @@ "pattern_name": "Agents", "description": "Entities in games that take the roles of players but are controlled by the game system.", "content": [ - "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." + "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.", + "Example: Bots in first-person shooters or real-time strategy games let players simulate multiplayer variants of the game." ], "using_the_pattern": [ "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 @@ "name": "Handicaps", "file": "Handicaps" }, - { - "name": "Enemies", - "file": "Enemies" - }, { "name": "Dedicated Game Facilitators", "file": "DedicatedGameFacilitators" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Competition", "file": "Competition" }, + { + "name": "Conflict", + "file": "Conflict" + }, { "name": "Social Interaction", "file": "SocialInteraction" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "Agents", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Agents.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Aim&Shoot.json b/Aim&Shoot.json index 98ae82b3fa8db159b0d2f04a9c2dd408d36ae94e..d5af94c3f19486ad744a529f1b9a550db85644f8 100644 --- a/Aim&Shoot.json +++ b/Aim&Shoot.json @@ -2,7 +2,10 @@ "pattern_name": "Aim & Shoot", "description": "The act of taking aim at something and then shooting at it.", "content": [ - "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." + "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.", + "Example: Shooting in all first-person shooters consists of taking aim on the opponents, with possible compensations for their movement, and shooting.", + "Example: In Zelda: Ocarina of Time, the player must aim and shoot a grappling hook to be able to swing Link between chasms.", + "Example: Pokemon Snap! gives players a camera and lets them move along a track trying to take as good pictures as possible of Pokemons." ], "using_the_pattern": [ "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 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Eliminate", - "file": "Eliminate" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Combat", + "file": "Combat" }, { - "name": "God Views", - "file": "GodViews" + "name": "First-Person Views", + "file": "First-PersonViews" }, { "name": "Timing", "file": "Timing" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" - }, - { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Tension", + "file": "Tension" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" - }, - { - "name": "First-Person Views", - "file": "First-PersonViews" - }, - { - "name": "Tension", - "file": "Tension" + "name": "Enemies", + "file": "Enemies" }, { "name": "Extended Actions", @@ -116,25 +103,49 @@ "name": "Movement", "file": "Movement" }, + { + "name": "Traverse", + "file": "Traverse" + }, + { + "name": "Capture", + "file": "Capture" + }, + { + "name": "Eliminate", + "file": "Eliminate" + }, + { + "name": "Resources", + "file": "Resources" + }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, + { + "name": "Tools", + "file": "Tools" + }, + { + "name": "Third-Person Views", + "file": "Third-PersonViews" + }, { "name": "Alignment", "file": "Alignment" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Capture", - "file": "Capture" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Combat", - "file": "Combat" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Surprises", @@ -145,40 +156,32 @@ "file": "Evade" }, { - "name": "Enemies", - "file": "Enemies" - }, - { - "name": "Maneuvering", - "file": "Maneuvering" - }, - { - "name": "Privileged Movement", - "file": "PrivilegedMovement" - }, - { - "name": "Tools", - "file": "Tools" + "name": "God Views", + "file": "GodViews" }, { - "name": "Resources", - "file": "Resources" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Maneuvering", + "file": "Maneuvering" }, { "name": "Delivery", "file": "Delivery" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "Aim&Shoot", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Aim&Shoot.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Alarms.json b/Alarms.json index a5a037acc1801f8c43148b4a0b9a2df6e46fc1a2..ee06153bf92c4d7a386a107256e49d40d8a7a218 100644 --- a/Alarms.json +++ b/Alarms.json @@ -2,7 +2,8 @@ "pattern_name": "Alarms", "description": "Alarms are abstract game elements that provide information about particular game state changes.", "content": [ - "[[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." + "[[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.", + "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." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "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." + "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." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Enemies", - "file": "Enemies" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Enemies", + "file": "Enemies" }, { "name": "Stealth", "file": "Stealth" }, - { - "name": "Alarms", - "file": "Alarms" - }, { "name": "Game State Overview", "file": "GameStateOverview" }, - { - "name": "Outstanding Features", - "file": "OutstandingFeatures" - }, - { - "name": "Reconnaissance", - "file": "Reconnaissance" - }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" @@ -69,14 +58,22 @@ { "name": "Bluffing", "file": "Bluffing" + }, + { + "name": "Rescue", + "file": "Rescue" + }, + { + "name": "Reconnaissance", + "file": "Reconnaissance" } ], "pattern_id": "Alarms", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Alarms.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Alignment.json b/Alignment.json index 948aee23ca9fb24f5f7dbd2334a5bbde9453ed36..35812abd83771ed5663d540a3b4fa25d7b1e1ec8 100644 --- a/Alignment.json +++ b/Alignment.json @@ -2,7 +2,10 @@ "pattern_name": "Alignment", "description": "This goal consists of forming a linear alignment of game elements.", "content": [ - "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." + "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.", + "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.", + "Example: Tetris uses the horizontal [[Alignment]] of blocks to remove them from the screen and increase the player's score.", + "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." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "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.", - "Tetris uses the horizontal Alignment of blocks to remove them from the screen and increase the player's score.", + "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.", + "Tetris uses the horizontal [[Alignment]] of blocks to remove them from the screen and increase the player's score.", "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." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Alignment", - "file": "Alignment" - }, - { - "name": "Connection", - "file": "Connection" - }, - { - "name": "Configuration", - "file": "Configuration" + "name": "Capture", + "file": "Capture" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Capture", - "file": "Capture" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Hovering Closures", "file": "HoveringClosures" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Connection", + "file": "Connection" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" } ], "pattern_id": "Alignment", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780311", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Alignment.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Alliances.json b/Alliances.json index bf002ae298ab4262e6d6f42909e4ebc094962e48..3ee66b132169786e54b9c184ec49471d37e8c78c 100644 --- a/Alliances.json +++ b/Alliances.json @@ -3,7 +3,10 @@ "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.", "content": [ "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.", - "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]]." + "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]].", + "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.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ "Potentially conflicting with": [] }, "examples": [ - "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.", - "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.", - "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." + "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.", + "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.", + "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." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliance", - "file": "Alliances" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Shared Resources", + "file": "SharedResources" }, { "name": "Cooperation", @@ -83,60 +86,52 @@ "file": "Competition" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" - }, - { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Social Statuses", + "file": "SocialStatuses" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Enemies", - "file": "Enemies" - }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { "name": "Social Interaction", "file": "SocialInteraction" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "Alliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Alliances.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AlternativeReality.json b/AlternativeReality.json index fb854f8b40ede0debe90ed84c815f72489e9c7c7..cee9287c34cd5edcc891eb6f7ef47fc0e2e83dfa 100644 --- a/AlternativeReality.json +++ b/AlternativeReality.json @@ -2,7 +2,8 @@ "pattern_name": "Alternative Reality", "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.", "content": [ - "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." + "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.", + "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." ], "using_the_pattern": [ "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 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Construction", - "file": "Construction" - }, - { - "name": "Rewards", - "file": "Rewards" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Characters", - "file": "Characters" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Roleplaying", "file": "Roleplaying" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Identification", - "file": "Identification" + "name": "Construction", + "file": "Construction" }, { - "name": "Clues", - "file": "Clues" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Identification", + "file": "Identification" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Cut Scenes", + "file": "CutScenes" }, { "name": "Emotional Immersion", "file": "EmotionalImmersion" }, { - "name": "New Abilities", - "file": "NewAbilities" - }, - { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Indirect Information", "file": "IndirectInformation" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Characters", + "file": "Characters" + }, + { + "name": "Focus Loci", + "file": "FocusLoci" + }, + { + "name": "Clues", + "file": "Clues" } ], "pattern_id": "AlternativeReality", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AlternativeReality.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AnalysisParalysis.json b/AnalysisParalysis.json index 1881b54ffb40a04ae7e1bfe90815a61472f8f7d3..857585464c8202979416f886944ae8d7e05cbb02 100644 --- a/AnalysisParalysis.json +++ b/AnalysisParalysis.json @@ -2,7 +2,9 @@ "pattern_name": "Analysis Paralysis", "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.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ }, "examples": [ "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.", - "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." + "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." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Anticipation", + "file": "Anticipation" }, { "name": "Perfect Information", "file": "PerfectInformation" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Limited Foresight", + "file": "LimitedForesight" + }, + { + "name": "Tradeoffs", + "file": "Tradeoffs" }, { "name": "Turn Taking", "file": "TurnTaking" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "AnalysisParalysis", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AnalysisParalysis.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Anticipation.json b/Anticipation.json index f9aa51e9ca96c91155f806453c4edb733f5e0b1d..44dd70d30deb6f424a46bbf26faaa022a173d809 100644 --- a/Anticipation.json +++ b/Anticipation.json @@ -2,7 +2,9 @@ "pattern_name": "Anticipation", "description": "The feeling of being able to predict future game events in the games to which one has emotional attachments.", "content": [ - "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." + "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.", + "Example: The presence of traces in the environment of enemies in first-person shooters gives players a strong anticipation that combat will occur soon.", + "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." ], "using_the_pattern": [ "[[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 @@ }, "examples": [ "The presence of traces in the environment of enemies in first-person shooters gives players a strong anticipation that combat will occur soon.", - "Anticipation is common in roleplaying games when players have planned the development of their characters and they near points where the characters will advance." + "[[Anticipation]] is common in roleplaying games when players have planned the development of their characters and they near points where the characters will advance." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Betting", - "file": "Betting" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Tension", + "file": "Tension" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" - }, - { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Betting", + "file": "Betting" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Surprises", @@ -136,28 +130,32 @@ "file": "Rewards" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" + }, + { + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "Anticipation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Anticipation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AreaControl.json b/AreaControl.json index cafcb27ce065abe9266355b553bf0ecaf1b9952c..c4c80c4e5c7e0275cbf63adb94b9c1318613a227 100644 --- a/AreaControl.json +++ b/AreaControl.json @@ -2,7 +2,10 @@ "pattern_name": "Area Control", "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.", "content": [ - "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." + "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.", + "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.", + "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.", + "Example: having implicit [[Area Control]] over the center of the game board in Chess is one of the main strategies in the game." ], "using_the_pattern": [ "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 @@ }, "examples": [ "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.", - "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.", - "having implicit Area Control over the center of the game board in Chess is one of the main strategies in the game." + "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.", + "having implicit [[Area Control]] over the center of the game board in Chess is one of the main strategies in the game." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Traverse", - "file": "Traverse" - }, - { - "name": "Supporting Goals", - "file": "SupportingGoals" - }, - { - "name": "Movement Limitations", - "file": "MovementLimitations" - }, - { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Contact", + "file": "Contact" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Combat", + "file": "Combat" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "Controllers", "file": "Controllers" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Trading", - "file": "Trading" + "name": "Committed Goals", + "file": "CommittedGoals" }, { "name": "Ownership", "file": "Ownership" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Trading", + "file": "Trading" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Combat", - "file": "Combat" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Race", - "file": "Race" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { "name": "Resources", "file": "Resources" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Producers", - "file": "Producers" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Race", + "file": "Race" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Contact", - "file": "Contact" + "name": "Transfer of Control", + "file": "TransferofControl" + }, + { + "name": "Rewards", + "file": "Rewards" + }, + { + "name": "Producers", + "file": "Producers" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "AreaControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AreaControl.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ArithmeticRewardsforInvestments.json b/ArithmeticRewardsforInvestments.json index 93ce8c19efe5cb6a25005cb0ddd4221147a4ccd7..d1edfd965e51983eb7b7544fa79c4d290def35b1 100644 --- a/ArithmeticRewardsforInvestments.json +++ b/ArithmeticRewardsforInvestments.json @@ -2,7 +2,8 @@ "pattern_name": "Arithmetic Rewards for Investments", "description": "The possible rewards have a linear relationship to the investments, that is, if the investment is double, the comparable reward is doubled.", "content": [ - "[[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." + "[[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.", + "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." ], "using_the_pattern": [ "[[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 @@ ] }, "examples": [ - "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." + "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." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Diminishing Returns", - "file": "DiminishingReturns" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Investments", "file": "Investments" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Rewards", + "file": "Rewards" + }, + { + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" } ], "pattern_id": "ArithmeticRewardsforInvestments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ArithmeticRewardsforInvestments.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AsymmetricAbilities.json b/AsymmetricAbilities.json index a775f4a1edf5f8315e230760468170567e796d15..20f604db4267840ce0207fd32dc6d8b9c64f9134 100644 --- a/AsymmetricAbilities.json +++ b/AsymmetricAbilities.json @@ -3,7 +3,12 @@ "description": "Players, or game elements, do not all have the same actions available.", "content": [ "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.", - "[[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." + "[[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.", + "Example: The pieces of one type in Chess have asymmetrical movement abilities compared to all other types.", + "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.", + "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.", + "Example: The card game Citadels lets players have different roles every turn where each role has different special abilities.", + "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." ], "using_the_pattern": [ "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 @@ "examples": [ "The pieces of one type in Chess have asymmetrical movement abilities compared to all other types.", "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.", - "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.", + "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.", "The card game Citadels lets players have different roles every turn where each role has different special abilities.", "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." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Team Development", + "file": "TeamDevelopment" } ], "pattern_id": "AsymmetricAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AsymmetricAbilities.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AsymmetricGoals.json b/AsymmetricGoals.json index cf0a7e1040baa6b5411b74cc43034b62e8a42ccb..23cbe435a5ba7e846c09037553d2bb96a140f15b 100644 --- a/AsymmetricGoals.json +++ b/AsymmetricGoals.json @@ -2,7 +2,10 @@ "pattern_name": "Asymmetric Goals", "description": "Players have structurally different goals requiring different tactics and actions.", "content": [ - "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." + "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.", + "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.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ }, "examples": [ "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.", - "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.", - "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." + "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.", + "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." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Symmetric Goals", - "file": "SymmetricGoals" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { "name": "Competition", "file": "Competition" }, { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { "name": "Paper-Rock-Scissors", "file": "Paper-Rock-Scissors" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Replayability", "file": "Replayability" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" } ], "pattern_id": "AsymmetricGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AsymmetricGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AsymmetricInformation.json b/AsymmetricInformation.json index bb5f413a169205ca2b9856ce4d654398b85f5f01..abb25586f27c861d1af8057cc5cf4ce3a65fc986 100644 --- a/AsymmetricInformation.json +++ b/AsymmetricInformation.json @@ -4,7 +4,9 @@ "content": [ "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.", "[[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.", - "[[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." + "[[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.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" - }, - { - "name": "Secret Alliances", - "file": "SecretAlliances" - }, - { - "name": "Perfect Information", - "file": "PerfectInformation" - }, - { - "name": "Card Hands", - "file": "CardHands" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Bidding", + "file": "Bidding" }, { "name": "Predefined Goals", "file": "PredefinedGoals" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Card Hands", + "file": "CardHands" + }, + { + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Betrayal", "file": "Betrayal" }, + { + "name": "Gain Information", + "file": "GainInformation" + }, { "name": "Bluffing", "file": "Bluffing" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Secret Resources", + "file": "SecretResources" + }, + { + "name": "Perfect Information", + "file": "PerfectInformation" } ], "pattern_id": "AsymmetricInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AsymmetricInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AsymmetricResourceDistribution.json b/AsymmetricResourceDistribution.json index 96cdb73c16cc1f9f68105817b6375e4c4766b86c..09d1b6dcca9e55a295f6da21b0852ebe3d1b9d9d 100644 --- a/AsymmetricResourceDistribution.json +++ b/AsymmetricResourceDistribution.json @@ -2,7 +2,10 @@ "pattern_name": "Asymmetric Resource Distribution", "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.", "content": [ - "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." + "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.", + "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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ }, "examples": [ "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.", - "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.", - "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." + "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.", + "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." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ @@ -53,76 +56,72 @@ "file": "Handicaps" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" - }, - { - "name": "Renewable Resources", - "file": "RenewableResources" - }, - { - "name": "Trading", - "file": "Trading" + "name": "Symmetry", + "file": "Symmetry" }, { "name": "Ownership", "file": "Ownership" }, - { - "name": "Randomness", - "file": "Randomness" - }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, + { + "name": "Player Balance", + "file": "PlayerBalance" + }, + { + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" + }, { "name": "Resources", "file": "Resources" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Social Interaction", + "file": "SocialInteraction" + }, + { + "name": "Renewable Resources", + "file": "RenewableResources" }, { "name": "Player-Decided Distribution of Rewards & Penalties", "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Trading", + "file": "Trading" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Mutual Goals", + "file": "MutualGoals" + }, + { + "name": "Single-Player Games", + "file": "Single-PlayerGames" } ], "pattern_id": "AsymmetricResourceDistribution", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AsymmetricResourceDistribution.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AsynchronousGames.json b/AsynchronousGames.json index 75da56ef23be9adebef95f485478fe64f9104d15..c4a6244f11f163b26a73b2d1478bf8883cd3f684 100644 --- a/AsynchronousGames.json +++ b/AsynchronousGames.json @@ -2,7 +2,9 @@ "pattern_name": "Asynchronous Games", "description": "Games where the players game and play sessions do not necessarily overlap in time.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Ghosts", - "file": "Ghosts" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Communication Channels", "file": "CommunicationChannels" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { "name": "Public Information", @@ -77,16 +71,24 @@ "file": "FreedomofChoice" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Downtime", + "file": "Downtime" + }, + { + "name": "Turn-Based Games", + "file": "Turn-BasedGames" + }, + { + "name": "Tick-Based Games", + "file": "Tick-BasedGames" } ], "pattern_id": "AsynchronousGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AsynchronousGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/AttentionSwapping.json b/AttentionSwapping.json index d496c4e6abad7bed315c8d26d643773fbf4f84c0..ee9512208e432f98095aceec53cb56a5039bdfab 100644 --- a/AttentionSwapping.json +++ b/AttentionSwapping.json @@ -2,7 +2,10 @@ "pattern_name": "Attention Swapping", "description": "Players have to move their attention between different parts of the game.", "content": [ - "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." + "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.", + "Example: Missile Command where players have to switch their attention between which cities they wish to defend.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ "examples": [ "Missile Command where players have to switch their attention between which cities they wish to defend.", "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.", - "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." + "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." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Combat", + "file": "Combat" }, { - "name": "God Views", - "file": "GodViews" + "name": "Units", + "file": "Units" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Tension", + "file": "Tension" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Tension", - "file": "Tension" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Limited Foresight", + "file": "LimitedForesight" + }, + { + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, + { + "name": "Tradeoffs", + "file": "Tradeoffs" + }, { "name": "Conflict", "file": "Conflict" }, { - "name": "Units", - "file": "Units" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Parallel Lives", "file": "ParallelLives" }, { - "name": "Combat", - "file": "Combat" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "God Views", + "file": "GodViews" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" - }, - { - "name": "Focus Loci", - "file": "FocusLoci" - }, - { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "AttentionSwapping", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "AttentionSwapping.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Avatars.json b/Avatars.json index 1d69d75196ac8ca23e985c1e8b93f4b5a727dd7b..1a5bc2a17fa3e54d639ad86a0c3f7d0ae32a8cbd 100644 --- a/Avatars.json +++ b/Avatars.json @@ -1,7 +1,10 @@ { "pattern_name": "Avatars", "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.", - "content": [], + "content": [ + "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.", + "Example: The players are represented as personalized [[Avatars]] in Massively Multiplayer Online Roleplaying Games." + ], "using_the_pattern": [ "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]].", "[[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 @@ ] }, "examples": [ - "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.", - "The players are represented as personalized Avatars in Massively Multiplayer Online Roleplaying Games." + "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.", + "The players are represented as personalized [[Avatars]] in Massively Multiplayer Online Roleplaying Games." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "God Views", - "file": "GodViews" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Survive", - "file": "Survive" + "name": "Combat", + "file": "Combat" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Units", + "file": "Units" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Avatar", - "file": "Avatars" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Characters", - "file": "Characters" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Survive", + "file": "Survive" }, { "name": "Mule", "file": "Mule" }, { - "name": "Ownership", - "file": "Ownership" - }, - { - "name": "Units", - "file": "Units" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Tools", + "file": "Tools" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Combat", - "file": "Combat" + "name": "Characters", + "file": "Characters" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Parallel Lives", + "file": "ParallelLives" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Tools", - "file": "Tools" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "God Views", + "file": "GodViews" }, { "name": "Producers", "file": "Producers" - }, - { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" } ], "pattern_id": "Avatars", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Avatars.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/BalancingEffects.json b/BalancingEffects.json index dc8ee5d0e2cc3dac4db6a10441f102c440d5a759..145ef9efa0629e786ebf57d62e7a2b9005148149 100644 --- a/BalancingEffects.json +++ b/BalancingEffects.json @@ -2,7 +2,9 @@ "pattern_name": "Balancing Effects", "description": "Rules and effects in games that lessen the differences of value used to measure competition between players.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Score", + "file": "Score" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Tension", + "file": "Tension" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Extended Actions", + "file": "ExtendedActions" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Tension", - "file": "Tension" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Dice", - "file": "Dice" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" + }, + { + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Handicaps", "file": "Handicaps" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Dice", + "file": "Dice" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Score", - "file": "Score" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "BalancingEffects", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "BalancingEffects.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Betrayal.json b/Betrayal.json index 62d2a5f41466b891de9fc05e101635585262b3e1..496413c4b590fd36194ea63e9c3a4acd58a22b5c 100644 --- a/Betrayal.json +++ b/Betrayal.json @@ -2,7 +2,9 @@ "pattern_name": "Betrayal", "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.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Leaps of Faith", "file": "LeapsofFaith" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" - }, - { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Anticipation", + "file": "Anticipation" }, { "name": "Tension", "file": "Tension" }, { - "name": "Tied Results", - "file": "TiedResults" - }, - { - "name": "Delayed Effects", - "file": "DelayedEffects" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Committed Goals", + "file": "CommittedGoals" }, { "name": "Trading", "file": "Trading" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Bluffing", @@ -180,14 +166,30 @@ { "name": "Indirect Information", "file": "IndirectInformation" + }, + { + "name": "Role Reversal", + "file": "RoleReversal" + }, + { + "name": "Mutual Goals", + "file": "MutualGoals" + }, + { + "name": "Tied Results", + "file": "TiedResults" + }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "Betrayal", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Betrayal.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Betting.json b/Betting.json index 6f714ffb24db7c9b41a7acc650f5f9ae08d1c697..be32922408b4f0c031edb7bb480f373e796c27ba 100644 --- a/Betting.json +++ b/Betting.json @@ -2,7 +2,9 @@ "pattern_name": "Betting", "description": "Investing resources in the likelihood of an outcome.", "content": [ - "[[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." + "[[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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Investments", - "file": "Investments" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Luck", - "file": "Luck" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Tension", "file": "Tension" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Randomness", + "file": "Randomness" + }, + { + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Gain Ownership", "file": "GainOwnership" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Investments", + "file": "Investments" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Resources", + "file": "Resources" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Delayed Effects", + "file": "DelayedEffects" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Bidding", "file": "Bidding" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Meta Games", - "file": "MetaGames" - }, - { - "name": "Randomness", - "file": "Randomness" + "name": "Luck", + "file": "Luck" }, { - "name": "Resources", - "file": "Resources" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "Betting", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Betting.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Bidding.json b/Bidding.json index 61606b2154d47382c25398cbee15544d51174200..aafb8a14f78606b3d518d8c9027a17f72e91fd38 100644 --- a/Bidding.json +++ b/Bidding.json @@ -2,7 +2,9 @@ "pattern_name": "Bidding", "description": "Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "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.", + "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.", "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." ], "label": "10. Game Design Patterns for Social Interaction", @@ -58,92 +60,88 @@ "file": "PlayerElimination" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Betting", - "file": "Betting" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Competition", + "file": "Competition" }, { - "name": "Converters", - "file": "Converters" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Resources", + "file": "Resources" }, { - "name": "Competition", - "file": "Competition" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Converters", + "file": "Converters" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Turn Taking", "file": "TurnTaking" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Betting", + "file": "Betting" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Negotiation", - "file": "Negotiation" - }, - { - "name": "Resources", - "file": "Resources" - }, - { - "name": "Area Control", - "file": "AreaControl" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Bluffing", "file": "Bluffing" + }, + { + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "Bidding", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Bidding.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Bluffing.json b/Bluffing.json index 7c9a6aff76db4fca6bef74bd7c95964f55d2a3c8..0c2815dbeaf14b0b359a597bb3a4304af7882627 100644 --- a/Bluffing.json +++ b/Bluffing.json @@ -2,7 +2,9 @@ "pattern_name": "Bluffing", "description": "Players have a possibility to convey false information to other players in order to benefit from the situation.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ ] }, "examples": [ - "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.", - "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." + "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.", + "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." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Luck", - "file": "Luck" - }, - { - "name": "Trading", - "file": "Trading" + "name": "Betting", + "file": "Betting" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Tension", - "file": "Tension" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Betting", - "file": "Betting" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Luck", + "file": "Luck" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Trading", + "file": "Trading" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Tension", + "file": "Tension" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Symmetric Information", + "file": "SymmetricInformation" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Social Interaction", + "file": "SocialInteraction" } ], "pattern_id": "Bluffing", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Bluffing.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Book-KeepingTokens.json b/Book-KeepingTokens.json index ad5c43306edd6310da80d114d00e73647643df8a..fa090e20489d5a9250d48d2a6706ecb4b209f886 100644 --- a/Book-KeepingTokens.json +++ b/Book-KeepingTokens.json @@ -2,7 +2,8 @@ "pattern_name": "Book-Keeping Tokens", "description": "Game elements that do not represent concrete objects in the game world but instead holds specific parts of the game state.", "content": [ - "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." + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Memorizing", - "file": "Memorizing" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Cards", - "file": "Cards" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Cards", + "file": "Cards" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Focus Loci", + "file": "FocusLoci" } ], "pattern_id": "Book-KeepingTokens", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Book-KeepingTokens.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/BossMonsters.json b/BossMonsters.json index dcfb6368e8e2eddfef7ad0ff63191ce5b43fb0de..7c1c1648a72302ac82e59dcb89bd6ab1135385f2 100644 --- a/BossMonsters.json +++ b/BossMonsters.json @@ -2,7 +2,8 @@ "pattern_name": "Boss Monsters", "description": "A more powerful enemy the players have to overcome to reach certain goals in the game.", "content": [ - "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." + "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.", + "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." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "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." + "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." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ @@ -42,10 +43,6 @@ "name": "Eliminate", "file": "Eliminate" }, - { - "name": "Rescue", - "file": "Rescue" - }, { "name": "Levels", "file": "Levels" @@ -55,24 +52,24 @@ "file": "Achilles'Heels" }, { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Boss Monsters", - "file": "BossMonsters" + "name": "Rescue", + "file": "Rescue" }, { "name": "Overcome", "file": "Overcome" + }, + { + "name": "Tension", + "file": "Tension" } ], "pattern_id": "BossMonsters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "BossMonsters.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/BudgetedActionPoints.json b/BudgetedActionPoints.json index 57445cfa57653facc2c9d25ce10da75586a1d13a..54a4e80f81667bb099219eb7ee80b36b90cf14dd 100644 --- a/BudgetedActionPoints.json +++ b/BudgetedActionPoints.json @@ -3,7 +3,10 @@ "description": "Points that are used by players to do actions during their turns.", "content": [ "[[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.", - "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." + "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.", + "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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Combat", + "file": "Combat" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Movement", + "file": "Movement" }, { - "name": "Investments", - "file": "Investments" + "name": "Skills", + "file": "Skills" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Investments", + "file": "Investments" }, { - "name": "Characters", - "file": "Characters" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Skills", - "file": "Skills" + "name": "Resources", + "file": "Resources" }, { - "name": "Movement", - "file": "Movement" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Combat", - "file": "Combat" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Characters", + "file": "Characters" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Resources", - "file": "Resources" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" } ], "pattern_id": "BudgetedActionPoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "BudgetedActionPoints.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Buttons.json b/Buttons.json index 0a13ca85fe2bb4435cd913f0ef97f1660cf1945a..1e9923a0cdd57ef932ebcb5e9c781e36d755af57 100644 --- a/Buttons.json +++ b/Buttons.json @@ -1,7 +1,9 @@ { "pattern_name": "Buttons", "description": "Buttons are game elements, which players can use to activate events or actions in the game world.", - "content": [], + "content": [ + "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." + ], "using_the_pattern": [ "[[Buttons]] can be sticky, i. e. they stay pressed allowing the players to know if the [[Button]] is activated or not. If the [[Button]] can be pressed again to inactivate it, this can be used to create [[Reversability]], while those that cannot be changed back enforce [[Irreversible Actions]]. Buttons, which are not sticky, can cycle through a series of states, for example, pressing a button repeatedly can let a player decide which of the three doors are open." ], @@ -29,21 +31,21 @@ "name": "Controllers", "file": "Controllers" }, - { - "name": "Irreversible Actions", - "file": "IrreversibleActions" - }, { "name": "Reversability", "file": "Reversability" + }, + { + "name": "Irreversible Actions", + "file": "IrreversibleActions" } ], "pattern_id": "Buttons", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Buttons.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Cameras.json b/Cameras.json index 881400620419900dcdaf87290fbbf41ee5ec749e..215188fc28a46f26b922fa345fcd8bc525a689a8 100644 --- a/Cameras.json +++ b/Cameras.json @@ -1,7 +1,10 @@ { "pattern_name": "Cameras", "description": "Camera is an abstract game element that decides what is the player's current view to the game world.", - "content": [], + "content": [ + "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.", + "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." + ], "using_the_pattern": [ "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]].", "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 @@ }, "examples": [ "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.", - "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." + "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." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Units", - "file": "Units" - }, - { - "name": "Cameras", - "file": "Cameras" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "God Views", - "file": "GodViews" - }, - { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { "name": "Fog of War", "file": "FogofWar" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "God Views", + "file": "GodViews" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Units", + "file": "Units" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Attention Swapping", + "file": "AttentionSwapping" } ], "pattern_id": "Cameras", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Cameras.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Camping.json b/Camping.json index 20cb20b6b09eadb5bee5a30bf0a13ac7e0e17536..2565bbd7948693ebff797474283a385db3325d07 100644 --- a/Camping.json +++ b/Camping.json @@ -2,7 +2,8 @@ "pattern_name": "Camping", "description": "Staying in one location in the game for extended periods of time and perform the same action repeatedly.", "content": [ - "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." + "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.", + "Example: Weapons in first-person shooters that are good for sniping together with inaccessible areas create opportunities for camping." ], "using_the_pattern": [ "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 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Game World", - "file": "GameWorld" - }, { "name": "Guard", "file": "Guard" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Spawning", + "file": "Spawning" }, { "name": "Spawn Points", "file": "SpawnPoints" }, - { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" - }, { "name": "Player Balance", "file": "PlayerBalance" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Stealth", + "file": "Stealth" + }, + { + "name": "No-Ops", + "file": "No-Ops" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Camping", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Camping.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Capture.json b/Capture.json index 38a727208412b4e80046b9577894337ad3c0bc71..e220b923a1cf825402f93b6757e605af7881a6b1 100644 --- a/Capture.json +++ b/Capture.json @@ -2,7 +2,10 @@ "pattern_name": "Capture", "description": "Capture is the goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.", "content": [ - "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]]." + "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]].", + "Example: Go allows [[Capture]] by completely enclosing an enemy group of stones.", + "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.", + "Example: Priests in Age of Empires can convert pieces controlled by other players as their main offensive action." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "Go allows Capture by completely enclosing an enemy group of stones.", + "Go allows [[Capture]] by completely enclosing an enemy group of stones.", "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.", "Priests in Age of Empires can convert pieces controlled by other players as their main offensive action." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Contact", + "file": "Contact" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Combat", + "file": "Combat" }, { - "name": "Timing", - "file": "Timing" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Enclosure", - "file": "Enclosure" + "name": "Timing", + "file": "Timing" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Connection", + "file": "Connection" }, { - "name": "Movement", - "file": "Movement" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Connection", - "file": "Connection" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Movement", + "file": "Movement" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Enclosure", + "file": "Enclosure" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Capture", - "file": "Capture" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Combat", - "file": "Combat" + "name": "Turn Taking", + "file": "TurnTaking" }, { "name": "Evade", "file": "Evade" }, { - "name": "Maneuvering", - "file": "Maneuvering" - }, - { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Contact", - "file": "Contact" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Maneuvering", + "file": "Maneuvering" } ], "pattern_id": "Capture", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Capture.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CardHands.json b/CardHands.json index 74ad009a8f177788011ad709d2331305ac693d7c..2553d650f117ec0bb3ff3e363320661c73c762eb 100644 --- a/CardHands.json +++ b/CardHands.json @@ -1,7 +1,10 @@ { "pattern_name": "Card Hands", "description": "A Card Hand consists of the cards, which are owned by the player, but which have not yet been put into play.", - "content": [], + "content": [ + "Example: in Poker each of the players is dealt five cards, which define the [[Card Hand]] for each player.", + "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." + ], "using_the_pattern": [ "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]].", "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 @@ "Potentially conflicting with": [] }, "examples": [ - "in Poker each of the players is dealt five cards, which define the Card Hand for each player.", - "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." + "in Poker each of the players is dealt five cards, which define the [[Card Hand]] for each player.", + "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." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Card Hand", - "file": "CardHands" - }, { "name": "Tile-Laying", "file": "Tile-Laying" @@ -46,37 +45,37 @@ "name": "Ownership", "file": "Ownership" }, - { - "name": "Tiles", - "file": "Tiles" - }, { "name": "Asymmetric Information", "file": "AsymmetricInformation" }, { - "name": "Cards", - "file": "Cards" - }, - { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Gain Information", + "file": "GainInformation" }, { "name": "Container", "file": "Container" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Tiles", + "file": "Tiles" + }, + { + "name": "Cards", + "file": "Cards" + }, + { + "name": "Secret Resources", + "file": "SecretResources" } ], "pattern_id": "CardHands", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CardHands.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Cards.json b/Cards.json index 79d459e55d3f7a8d671cb88e1737a64a882ec35a..e3fe2c9cf277e9d56d1f9a337ef90ea083387145 100644 --- a/Cards.json +++ b/Cards.json @@ -3,7 +3,10 @@ "description": "Cards are physical game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.", "content": [ "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.", - "See The Penguin Encyclopedia of Card Games by Parlett for numerous examples of card games." + "See The Penguin Encyclopedia of Card Games by Parlett for numerous examples of card games.", + "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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ }, "examples": [ "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.", - "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.", - "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." + "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.", + "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." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Card Hands", - "file": "CardHands" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Card Hands", + "file": "CardHands" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Cards", - "file": "Cards" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Converters", + "file": "Converters" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Converters", - "file": "Converters" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "Drawing Stacks", "file": "DrawingStacks" - }, - { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" } ], "pattern_id": "Cards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Cards.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CharacterDevelopment.json b/CharacterDevelopment.json index b447dede6ca23f6da01220e58384c576d2551f25..7ccd45a95ea39d84e114a573367e10ae0aa46e2b 100644 --- a/CharacterDevelopment.json +++ b/CharacterDevelopment.json @@ -2,7 +2,11 @@ "pattern_name": "Character Development", "description": "The improvement of characters' skills or knowledge.", "content": [ - "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]]." + "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]].", + "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.", + "Example: The Tamagochi toys can be said to allow players to influence the virtual pets in the game to have [[Character Development]].", + "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.", + "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." ], "using_the_pattern": [ "[[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 @@ ] }, "examples": [ - "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.", - "The Tamagochi toys can be said to allow players to influence the virtual pets in the game to have Character Development.", - "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.", - "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." + "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.", + "The Tamagochi toys can be said to allow players to influence the virtual pets in the game to have [[Character Development]].", + "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.", + "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." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Investments", - "file": "Investments" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Skills", + "file": "Skills" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Characters", - "file": "Characters" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Skills", - "file": "Skills" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Investments", + "file": "Investments" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Collecting", + "file": "Collecting" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Characters", + "file": "Characters" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Roleplaying", - "file": "Roleplaying" - }, - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Diminishing Returns", + "file": "DiminishingReturns" } ], "pattern_id": "CharacterDevelopment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CharacterDevelopment.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Characters.json b/Characters.json index c74073c02728a32b6f0ece289aa8e1e94e55660d..e9444895d5021ec16e8daacf9bbb1f31a508398b 100644 --- a/Characters.json +++ b/Characters.json @@ -2,7 +2,9 @@ "pattern_name": "Characters", "description": "Abstract representations of persons in a game.", "content": [ - "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]]." + "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]].", + "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.", + "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." ], "using_the_pattern": [ "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 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Investments", - "file": "Investments" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Focus Loci", + "file": "FocusLoci" + }, + { + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { "name": "Handles", "file": "Handles" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Character Development", + "file": "CharacterDevelopment" }, { "name": "Skills", "file": "Skills" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Investments", + "file": "Investments" }, { - "name": "Damage", - "file": "Damage" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Resources", + "file": "Resources" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Lives", - "file": "Lives" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Tools", + "file": "Tools" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Lives", + "file": "Lives" }, { "name": "Roleplaying", "file": "Roleplaying" }, { - "name": "Tools", - "file": "Tools" - }, - { - "name": "Identification", - "file": "Identification" - }, - { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Identification", + "file": "Identification" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Producers", - "file": "Producers" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Resources", - "file": "Resources" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Damage", + "file": "Damage" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Producers", + "file": "Producers" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "Characters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Characters.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Chargers.json b/Chargers.json index 4445befd3bc8f38d60c1a7a9cc2817453544f21d..8aac2d72e100e326e571371210b6773b6574a85d 100644 --- a/Chargers.json +++ b/Chargers.json @@ -1,7 +1,11 @@ { "pattern_name": "Chargers", "description": "Chargers are locations in the Game World that affect the players' resources when they are in the location.", - "content": [], + "content": [ + "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.", + "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.", + "Example: The board game Robo-Rally contains repair areas, which remove damage from the player's robot if it spends time there." + ], "using_the_pattern": [ "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." ], @@ -37,22 +41,18 @@ }, "examples": [ "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.", - "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.", + "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.", "The board game Robo-Rally contains repair areas, which remove damage from the player's robot if it spends time there." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Maneuvering", - "file": "Maneuvering" - }, - { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Avatars", - "file": "Avatars" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Gain Competence", @@ -63,40 +63,40 @@ "file": "Traverse" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Skills", - "file": "Skills" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Resources", - "file": "Resources" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Resources", + "file": "Resources" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Skills", + "file": "Skills" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Gain Ownership", @@ -106,9 +106,9 @@ "pattern_id": "Chargers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Chargers.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ClosedEconomies.json b/ClosedEconomies.json index 0220c1d7c1f05c95ee3c0c0d482170057351b1b8..7354f1256597f0a520d798a6e8877c6026bcdfb8 100644 --- a/ClosedEconomies.json +++ b/ClosedEconomies.json @@ -2,7 +2,8 @@ "pattern_name": "Closed Economies", "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.", "content": [ - "[[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." + "[[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.", + "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." ], "using_the_pattern": [ "[[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 @@ "Potentially conflicting with": [] }, "examples": [ - "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." + "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." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Transfer of Control", - "file": "TransferofControl" - }, - { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Betting", + "file": "Betting" }, { "name": "Player Elimination", "file": "PlayerElimination" }, - { - "name": "Resources", - "file": "Resources" - }, { "name": "Reversability", "file": "Reversability" }, { - "name": "Betting", - "file": "Betting" + "name": "Resources", + "file": "Resources" }, { - "name": "Closed Economy", - "file": "ClosedEconomies" + "name": "Transfer of Control", + "file": "TransferofControl" + }, + { + "name": "Renewable Resources", + "file": "RenewableResources" }, { "name": "Non-Renewable Resources", @@ -71,9 +68,9 @@ "pattern_id": "ClosedEconomies", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ClosedEconomies.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ClosurePoints.json b/ClosurePoints.json index f47c7ae7104037c48e53b87d11a85f7e4e8a65c7..b6ad670c65dcf6e55fef47de9623fce40faf8465 100644 --- a/ClosurePoints.json +++ b/ClosurePoints.json @@ -2,7 +2,8 @@ "pattern_name": "Closure Points", "description": "Closure Points are events in gameplay where the game state is, or can be, reduced in size.", "content": [ - "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]]." + "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]].", + "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." ], "using_the_pattern": [ "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 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Save Points", - "file": "SavePoints" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { "name": "Levels", "file": "Levels" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Transfer of Control", + "file": "TransferofControl" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Tournaments", "file": "Tournaments" - }, - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" } ], "pattern_id": "ClosurePoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ClosurePoints.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Clues.json b/Clues.json index 902d685d9c9c0f5aa76aa81395292a5a17506364..9f9c41465404d1475c89219523bdf98514e67d35 100644 --- a/Clues.json +++ b/Clues.json @@ -2,7 +2,9 @@ "pattern_name": "Clues", "description": "Clues are game elements that give the players information about how the goals of the game can be reached.", "content": [ - "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." + "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.", + "Example: Arrows and signs in The Legend of Zelda series are direct clues, which can guide the player through the game.", + "Example: Many racing games contain warnings for the next turns as signs on the side of the road." ], "using_the_pattern": [ "[[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 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Achilles' Heels", - "file": "Achilles'Heels" - }, - { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Tension", + "file": "Tension" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Traces", + "file": "Traces" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Traces", - "file": "Traces" + "name": "Levels", + "file": "Levels" }, { - "name": "Tension", - "file": "Tension" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Levels", - "file": "Levels" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Imperfect Information", + "file": "ImperfectInformation" + }, + { + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Resources", "file": "Resources" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { "name": "Indirect Information", @@ -154,9 +156,9 @@ "pattern_id": "Clues", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Clues.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CognitiveImmersion.json b/CognitiveImmersion.json index e2d90d427c8652b374a4303392db55df0e2587f0..e3100ba0c916d5a00483ebafa94062808a9b4910 100644 --- a/CognitiveImmersion.json +++ b/CognitiveImmersion.json @@ -3,7 +3,9 @@ "description": "Having ones attention focused upon problem-solving aspects of a game.", "content": [ "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.", - "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." + "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.", + "Example: Chess and Go are examples of traditional board games that require [[Cognitive Immersion]] for skillful play.", + "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." ], "using_the_pattern": [ "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 @@ ] }, "examples": [ - "Chess and Go are examples of traditional board games that require Cognitive Immersion for skillful play.", - "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." + "Chess and Go are examples of traditional board games that require [[Cognitive Immersion]] for skillful play.", + "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." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" - }, - { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "CognitiveImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CognitiveImmersion.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CollaborativeActions.json b/CollaborativeActions.json index 2114ae32478086b596c394416a481769f23e1ac3..1d7b38ead540a4f8a84db9221ad1279e9d29eea0 100644 --- a/CollaborativeActions.json +++ b/CollaborativeActions.json @@ -3,7 +3,11 @@ "description": "Compound actions that require several players to simultaneously perform actions.", "content": [ "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.", - "[[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." + "[[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.", + "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.", + "Example: Tekken Tag Tournament allows special combination attacks performed by two avatars during the exchange of between different active avatars.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ ] }, "examples": [ - "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.", + "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.", "Tekken Tag Tournament allows special combination attacks performed by two avatars during the exchange of between different active avatars.", "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.", "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 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Timing", - "file": "Timing" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Combat", + "file": "Combat" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Collaborative Action", - "file": "CollaborativeActions" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Combos", - "file": "Combos" + "name": "Timing", + "file": "Timing" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Competition", - "file": "Competition" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Committed Goals", + "file": "CommittedGoals" + }, + { + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Competition", + "file": "Competition" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Trading", + "file": "Trading" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { "name": "Individual Rewards", "file": "IndividualRewards" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Combos", + "file": "Combos" }, { - "name": "Trading", - "file": "Trading" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Conflict", + "file": "Conflict" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Bidding", "file": "Bidding" }, { - "name": "Combat", - "file": "Combat" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Negotiation", - "file": "Negotiation" - }, - { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" - }, - { - "name": "Social Interaction", - "file": "SocialInteraction" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "CollaborativeActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CollaborativeActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Collecting.json b/Collecting.json index d55eaafd2939033c1fad778bddd8aff5c40fc496..c1f16955da3c50c315b4ee4499c23f58adbe5089 100644 --- a/Collecting.json +++ b/Collecting.json @@ -2,7 +2,9 @@ "pattern_name": "Collecting", "description": "The action of collecting game elements from the game world.", "content": [ - "[[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." + "[[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.", + "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.", + "Example: The main actions performed in Pac-Man is moving and collecting pills." ], "using_the_pattern": [ "[[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 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Score", + "file": "Score" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Movement", + "file": "Movement" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Resources", + "file": "Resources" }, { - "name": "Collection", - "file": "Collection" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Tools", - "file": "Tools" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Resources", - "file": "Resources" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Tools", + "file": "Tools" }, { - "name": "Movement", - "file": "Movement" + "name": "Herd", + "file": "Herd" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Score", - "file": "Score" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Collection", + "file": "Collection" }, { - "name": "Herd", - "file": "Herd" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "Collecting", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Collecting.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Collection.json b/Collection.json index 581ff9f249f3ea0e25895da71e7e1cc9dff095c6..25aac101e82b03914f271857f93d864e24858833 100644 --- a/Collection.json +++ b/Collection.json @@ -2,7 +2,11 @@ "pattern_name": "Collection", "description": "The completion of several goals that together form a coherent unit.", "content": [ - "[[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." + "[[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.", + "Example: WarioWare, Inc. is a [[Collection]] of small and quick games that have to be completed in sequence.", + "Example: In Decathlon, players have 10 events to complete.", + "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.", + "Example: In Lotto, the [[Collection]] is completed by getting matching numbers during the draw." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "WarioWare, Inc. is a Collection of small and quick games that have to be completed in sequence.", + "WarioWare, Inc. is a [[Collection]] of small and quick games that have to be completed in sequence.", "In Decathlon, players have 10 events to complete.", - "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.", - "In Lotto, the Collection is completed by getting matching numbers during the draw." + "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.", + "In Lotto, the [[Collection]] is completed by getting matching numbers during the draw." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Transfer of Control", - "file": "TransferofControl" - }, - { - "name": "Collecting", - "file": "Collecting" - }, - { - "name": "Configuration", - "file": "Configuration" - }, { "name": "Pick-Ups", "file": "Pick-Ups" }, - { - "name": "Collection", - "file": "Collection" - }, - { - "name": "Team Elimination", - "file": "TeamElimination" - }, { "name": "Save Points", "file": "SavePoints" @@ -74,6 +58,14 @@ "name": "Ownership", "file": "Ownership" }, + { + "name": "Transfer of Control", + "file": "TransferofControl" + }, + { + "name": "Collecting", + "file": "Collecting" + }, { "name": "Narrative Structures", "file": "NarrativeStructures" @@ -86,6 +78,14 @@ "name": "Last Man Standing", "file": "LastManStanding" }, + { + "name": "Configuration", + "file": "Configuration" + }, + { + "name": "Team Elimination", + "file": "TeamElimination" + }, { "name": "Gain Ownership", "file": "GainOwnership" @@ -94,9 +94,9 @@ "pattern_id": "Collection", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1779901", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Collection.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Combat.json b/Combat.json index b5841ceea9b9aadc3b354019c5a4d9c889328d12..4c7e4834dfa32cef571b6a18eaf128384b491a21 100644 --- a/Combat.json +++ b/Combat.json @@ -2,7 +2,9 @@ "pattern_name": "Combat", "description": "Actions where the intent is to kill or otherwise overcome opponents", "content": [ - "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." + "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.", + "Example: First-person shooters' main challenge is to kill or otherwise overcome the enemies found in the game.", + "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." ], "using_the_pattern": [ "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 @@ }, "examples": [ "First-person shooters' main challenge is to kill or otherwise overcome the enemies found in the game.", - "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." + "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." ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Risk/Reward", + "file": "RiskReward" + }, + { + "name": "Units", + "file": "Units" }, { "name": "Timing", "file": "Timing" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Tension", + "file": "Tension" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Combos", + "file": "Combos" }, { - "name": "Tension", - "file": "Tension" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Combos", - "file": "Combos" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Dice", - "file": "Dice" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Capture", + "file": "Capture" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Units", - "file": "Units" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Dice", + "file": "Dice" }, { - "name": "Capture", - "file": "Capture" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Damage", - "file": "Damage" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Combat", - "file": "Combat" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Lives", "file": "Lives" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Damage", + "file": "Damage" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Collaborative Actions", + "file": "CollaborativeActions" } ], "pattern_id": "Combat", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Combat.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Combos.json b/Combos.json index 3ecc660a716fd2de00bc4429b53ceef9ce47fd3e..b9d5be7138a059f7d8f9321f5a2491f6b8b39461 100644 --- a/Combos.json +++ b/Combos.json @@ -2,7 +2,9 @@ "pattern_name": "Combos", "description": "Sets of actions that trigger additional effects than those that occur due to the individual actions.", "content": [ - "[[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." + "[[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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "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.", + "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.", "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." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" + "name": "Combat", + "file": "Combat" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Experimenting", + "file": "Experimenting" }, { "name": "Timing", "file": "Timing" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" + }, + { + "name": "Extended Actions", + "file": "ExtendedActions" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Combos", - "file": "Combos" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Combat", - "file": "Combat" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" - }, - { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" - }, - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "Combos", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Combos.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CommittedGoals.json b/CommittedGoals.json index 8af71452bfdddda626996f24b4e3b6aea2dba589..70f2f6229386316302d7d527b50c7f858d1dc2c7 100644 --- a/CommittedGoals.json +++ b/CommittedGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Committed Goals", "description": "Goals that players have entered a form of contract to try and fulfill.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "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.", + "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.", "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." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Investments", + "file": "Investments" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Investments", - "file": "Investments" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Rewards", + "file": "Rewards" }, { "name": "Tradeoffs", "file": "Tradeoffs" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" - }, - { - "name": "Betrayal", - "file": "Betrayal" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Area Control", + "file": "AreaControl" } ], "pattern_id": "CommittedGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CommittedGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CommunicationChannels.json b/CommunicationChannels.json index b0805c934a8912e7ab935c8537111fae827ce2e2..667aa3db166995956c03a510095fe08ecd3541e2 100644 --- a/CommunicationChannels.json +++ b/CommunicationChannels.json @@ -2,7 +2,9 @@ "pattern_name": "Communication Channels", "description": "Communication Channels are the medium and the methods players can use to send messages to other players.", "content": [ - "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." + "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.", + "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.", + "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." ], "using_the_pattern": [ "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 @@ }, "examples": [ "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.", - "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." + "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." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Communication Channels", - "file": "CommunicationChannels" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { "name": "Dedicated Game Facilitators", "file": "DedicatedGameFacilitators" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Direct Information", + "file": "DirectInformation" }, { "name": "Social Organizations", "file": "SocialOrganizations" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { "name": "Public Information", "file": "PublicInformation" }, - { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" - }, { "name": "Asynchronous Games", "file": "AsynchronousGames" @@ -88,14 +78,18 @@ { "name": "Indirect Information", "file": "IndirectInformation" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" } ], "pattern_id": "CommunicationChannels", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CommunicationChannels.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CompetenceAreas.json b/CompetenceAreas.json index 20a63d6a7e23e1fe7ec82c31c9c4e1452c56a428..2767d422313c7c08a4ebea327ef4553bc517ddfe 100644 --- a/CompetenceAreas.json +++ b/CompetenceAreas.json @@ -2,7 +2,8 @@ "pattern_name": "Competence Areas", "description": "Players have or can develop an area of specialty within a game.", "content": [ - "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]]." + "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]].", + "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." ], "using_the_pattern": [ "[[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 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Team Balance", - "file": "TeamBalance" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Characters", - "file": "Characters" + "name": "Team Balance", + "file": "TeamBalance" + }, + { + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Skills", "file": "Skills" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Characters", + "file": "Characters" }, { "name": "Team Play", @@ -109,44 +110,44 @@ "file": "CreativeControl" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Construction", + "file": "Construction" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Polyathlons", + "file": "Polyathlons" }, { - "name": "Construction", - "file": "Construction" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "CompetenceAreas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CompetenceAreas.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Competition.json b/Competition.json index 5c8b67c33e4343e3ca7abe8e2299c2a3b8d6865d..104c18256e5e88672412cff33add2bbd816e7743 100644 --- a/Competition.json +++ b/Competition.json @@ -2,7 +2,8 @@ "pattern_name": "Competition", "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.", "content": [ - "[[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." + "[[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.", + "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." ], "using_the_pattern": [ "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 @@ ] }, "examples": [ - "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." + "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." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Ghosts", - "file": "Ghosts" - }, - { - "name": "Symmetric Goals", - "file": "SymmetricGoals" - }, - { - "name": "Experimenting", - "file": "Experimenting" - }, - { - "name": "Excluding Goals", - "file": "ExcludingGoals" - }, - { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Overcome", + "file": "Overcome" }, { "name": "Tension", "file": "Tension" }, { - "name": "Competition", - "file": "Competition" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Agents", - "file": "Agents" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Enemies", + "file": "Enemies" }, { "name": "Shared Resources", @@ -149,68 +134,80 @@ "file": "Trading" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Tiebreakers", + "file": "Tiebreakers" }, { "name": "Incompatible Goals", "file": "IncompatibleGoals" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Race", + "file": "Race" + }, + { + "name": "Bidding", + "file": "Bidding" + }, + { + "name": "Rewards", + "file": "Rewards" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Race", - "file": "Race" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Agents", + "file": "Agents" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "Competition", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Competition.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Conceal.json b/Conceal.json index c88243d082799bb27f13f1e0b4dcfdd8f0dc6492..15ecfe74a0c3513555490d99370617f617399912 100644 --- a/Conceal.json +++ b/Conceal.json @@ -4,7 +4,9 @@ "content": [ "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.", "[[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.", - "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." + "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.", + "Example: The children's game Hide & Seek is the archetypical example of using [[Conceal]] where all children except one try to [[Conceal]] their locations.", + "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." ], "using_the_pattern": [ "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 @@ "Potentially conflicting with": [] }, "examples": [ - "The children's game Hide & Seek is the archetypical example of using Conceal where all children except one try to Conceal their locations.", + "The children's game Hide & Seek is the archetypical example of using [[Conceal]] where all children except one try to [[Conceal]] their locations.", "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." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ + { + "name": "Unknown Goals", + "file": "UnknownGoals" + }, + { + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Red Herrings", + "file": "RedHerrings" + }, { "name": "Imperfect Information", "file": "ImperfectInformation" @@ -55,14 +69,6 @@ "name": "Preventing Goals", "file": "PreventingGoals" }, - { - "name": "Red Herrings", - "file": "RedHerrings" - }, - { - "name": "Unknown Goals", - "file": "UnknownGoals" - }, { "name": "Survive", "file": "Survive" @@ -71,10 +77,6 @@ "name": "Freedom of Choice", "file": "FreedomofChoice" }, - { - "name": "Creative Control", - "file": "CreativeControl" - }, { "name": "Continuous Goals", "file": "ContinuousGoals" @@ -82,18 +84,14 @@ { "name": "Replayability", "file": "Replayability" - }, - { - "name": "Conceal", - "file": "Conceal" } ], "pattern_id": "Conceal", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780274", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Conceal.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Configuration.json b/Configuration.json index 521060f1ae4ef7f0f1e9b790a652c6459276b3f1..24e3c717a838b52522180ec37e8b613ed773eddd 100644 --- a/Configuration.json +++ b/Configuration.json @@ -2,7 +2,10 @@ "pattern_name": "Configuration", "description": "Configuration is the goal of forming a spatial, temporal, or logical arrangement of game elements.", "content": [ - "Providing goals which consist of arranging game elements according to some predefine rule are a common use of game elements in games where the game elements can be moved. These goals make players try to form a [[Configuration]] of the available game elements." + "Providing goals which consist of arranging game elements according to some predefine rule are a common use of game elements in games where the game elements can be moved. These goals make players try to form a [[Configuration]] of the available game elements.", + "Example: The card game Illuminati uses [[Configuration]] for control groups, which can be spatially arranged to draw benefit of similarities in alignment and maximize the use of control arrows.", + "Example: Zendo, an abstract game where the winning condition is to guess a Gonfiguration.", + "Example: Poker, where winning rounds consists of having the rarest set of a set of predetermined [[Configuration]] s." ], "using_the_pattern": [ "The completion of a [[Configuration]] goal can require three different forms of challenges. The first, knowing the rules for completing the [[Configuration]] is a [[Gain Information]] goal requiring [[Imperfect Information]] about the [[Configuration]] goal. The second form of challenge can be to find the game elements required, in essence using [[Gain Ownership]], while the last is the actual task of putting the game elements in the right [[Configuration]] which may require [[Puzzle Solving]]. The two first challenges may be designed so that one can perform them in parallel sequences, making them a Selectable Set of Goals, while the third is impossible to complete without completing the two former.", @@ -40,79 +43,75 @@ "Potentially conflicting with": [] }, "examples": [ - "The card game Illuminati uses Configuration for control groups, which can be spatially arranged to draw benefit of similarities in alignment and maximize the use of control arrows.", + "The card game Illuminati uses [[Configuration]] for control groups, which can be spatially arranged to draw benefit of similarities in alignment and maximize the use of control arrows.", "Zendo, an abstract game where the winning condition is to guess a Gonfiguration.", - "Poker, where winning rounds consists of having the rarest set of a set of predetermined Configuration s." + "Poker, where winning rounds consists of having the rarest set of a set of predetermined [[Configuration]] s." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Connection", - "file": "Connection" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Collection", + "file": "Collection" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Capture", + "file": "Capture" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Collection", - "file": "Collection" + "name": "Timing", + "file": "Timing" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Combos", - "file": "Combos" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Enclosure", + "file": "Enclosure" }, { - "name": "Capture", - "file": "Capture" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Timing", - "file": "Timing" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Connection", + "file": "Connection" }, { - "name": "Enclosure", - "file": "Enclosure" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Combos", + "file": "Combos" }, { "name": "Puzzle Solving", "file": "PuzzleSolving" - }, - { - "name": "Symmetry", - "file": "Symmetry" } ], "pattern_id": "Configuration", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780314", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Configuration.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Conflict.json b/Conflict.json index 281f900f68263a03f7b21d5df5f5291e6f1915ab..42016badae3b670b966dc7dfe03867e1266ebfee 100644 --- a/Conflict.json +++ b/Conflict.json @@ -2,7 +2,9 @@ "pattern_name": "Conflict", "description": "In conflict, two or more parties, often players or players against the game system, have goals, that cannot be satisfied together.", "content": [ - "Almost all games have conflict situations, as otherwise it would be difficult to motivate the goal structures within the game. This, however, does not necessarily mean that all games are of an aggressive and competitive nature, but that games can be based on different kinds of conflict situations and on different levels. Even highly cooperative games, such as Reiner Knizia's Lord of the Rings, have a built-in conflict between the players and the game system. The same applies, of course, to all single-player games, where the players struggle against the game system. However, it can be argued that certain categories of games, especially simulation games, do not have explicit conflict situations and to a certain extent this is true. It is possible to play a simulation game, such as SimCity or The Sims, in such a way that there is no perceived conflict situation, but as soon as the players set goals for themselves in the game, there has to be conflict, as otherwise there is no game." + "Almost all games have conflict situations, as otherwise it would be difficult to motivate the goal structures within the game. This, however, does not necessarily mean that all games are of an aggressive and competitive nature, but that games can be based on different kinds of conflict situations and on different levels. Even highly cooperative games, such as Reiner Knizia's Lord of the Rings, have a built-in conflict between the players and the game system. The same applies, of course, to all single-player games, where the players struggle against the game system. However, it can be argued that certain categories of games, especially simulation games, do not have explicit conflict situations and to a certain extent this is true. It is possible to play a simulation game, such as SimCity or The Sims, in such a way that there is no perceived conflict situation, but as soon as the players set goals for themselves in the game, there has to be conflict, as otherwise there is no game.", + "Example: The [[Conflict]] situation in Tetris is that the game system creates blocks that start to fall down, and the player tries to keep the screen as clear from blocks as possible.", + "Example: In Chess, the [[Conflict]] situation is clear: the two players try to checkmate each other's king, and the winner is the first player able to do that." ], "using_the_pattern": [ "[[Conflict]] is almost intuitively part of all games, but determining which kinds of [[Conflict]] situations and on which levels the [[Conflict]] appears is a difficult task. Using [[Eliminate]] and [[Overcome]] goals or direct [[Competition]] from [[Enemies]] in the form of other players or [[Agents]], is an easy way to create [[Conflict]] in games, especially if [[Combat]] actions are available. The severity of the [[Conflict]] can be modulated by the use of [[Lives]] or the possibility of [[Player Elimination]].", @@ -67,143 +69,103 @@ ] }, "examples": [ - "The Conflict situation in Tetris is that the game system creates blocks that start to fall down, and the player tries to keep the screen as clear from blocks as possible.", - "In Chess, the Conflict situation is clear: the two players try to checkmate each other's king, and the winner is the first player able to do that." + "The [[Conflict]] situation in Tetris is that the game system creates blocks that start to fall down, and the player tries to keep the screen as clear from blocks as possible.", + "In Chess, the [[Conflict]] situation is clear: the two players try to checkmate each other's king, and the winner is the first player able to do that." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ - { - "name": "Symmetric Goals", - "file": "SymmetricGoals" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Excluding Goals", - "file": "ExcludingGoals" - }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Betting", - "file": "Betting" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Combat", + "file": "Combat" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Tension", + "file": "Tension" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Tension", - "file": "Tension" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Ownership", + "file": "Ownership" }, { "name": "Competition", "file": "Competition" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Gain Ownership", "file": "GainOwnership" }, { - "name": "Agents", - "file": "Agents" - }, - { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Rescue", - "file": "Rescue" - }, - { - "name": "Preventing Goals", - "file": "PreventingGoals" - }, - { - "name": "King of the Hill", - "file": "KingoftheHill" - }, - { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, - { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Shared Rewards", - "file": "SharedRewards" - }, - { - "name": "Combat", - "file": "Combat" - }, { "name": "Incompatible Goals", "file": "IncompatibleGoals" @@ -212,41 +174,77 @@ "name": "Lives", "file": "Lives" }, + { + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" + }, { "name": "Race", "file": "Race" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Betting", + "file": "Betting" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Preventing Goals", + "file": "PreventingGoals" + }, + { + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Betrayal", "file": "Betrayal" }, + { + "name": "Collaborative Actions", + "file": "CollaborativeActions" + }, + { + "name": "Rescue", + "file": "Rescue" + }, + { + "name": "Agents", + "file": "Agents" + }, { "name": "Last Man Standing", "file": "LastManStanding" + }, + { + "name": "Role Reversal", + "file": "RoleReversal" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" + }, + { + "name": "Symmetric Information", + "file": "SymmetricInformation" + }, + { + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "Conflict", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Conflict.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Connection.json b/Connection.json index 91db58a327b94ef4f43f77a4e5c0971a49ec5a15..ce2da329ece40d54c88f589ad0b1d55889435fad 100644 --- a/Connection.json +++ b/Connection.json @@ -2,7 +2,9 @@ "pattern_name": "Connection", "description": "Linking or spatially positioning game elements to each other so that they have a physical relation.", "content": [ - "[[Connection]] is the goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element. Board games using [[Connection]] are Hex by Piet Hein and TwixT by Alex Randolph where in both cases the main goal is to connect the opposing sides of the board with an unbroken line of pieces." + "[[Connection]] is the goal to form a relationship between game elements through proximity or by a common link to a fixture in the game world or a third game element. Board games using [[Connection]] are Hex by Piet Hein and TwixT by Alex Randolph where in both cases the main goal is to connect the opposing sides of the board with an unbroken line of pieces.", + "Example: In Hex the [[Connection]] is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side.", + "Example: The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in \"knights move\" apart and connected by a line which may not be in [[Contact]] with the opposing player's lines." ], "using_the_pattern": [ "The requirement of game elements to be connected can be fulfilled by physically connecting the game elements with another type of element, as in TwixT, or by just specifying the nature of connectedness in the rules so that the presence of \"virtual\" [[Connection]] can be detected. A good example of the latter is the chaining of the support zones in strategy games so that an area far into an enemy territory can have support by tracing a route to a support point in a player's home territory. The goal of [[Enclosure]] can be defined as when the starting point of a [[Connection]] goal is the same as the end point, assuming that some other part of the game world is also part of the connection.", @@ -27,46 +29,38 @@ "Potentially conflicting with": [] }, "examples": [ - "In Hex the Connection is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side.", - "The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in \"knights move\" apart and connected by a line which may not be in Contact with the opposing player's lines." + "In Hex the [[Connection]] is made by placing pieces on a hexagonal board in such a way that there is an unbroken sequence of hexes next to each other from the target side to the goal side.", + "The gameplay in TwixT is slightly different as the played pieces are not directly next to each other but placed in \"knights move\" apart and connected by a line which may not be in [[Contact]] with the opposing player's lines." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Connection", - "file": "Connection" - }, - { - "name": "Alignment", - "file": "Alignment" - }, - { - "name": "Configuration", - "file": "Configuration" - }, { "name": "Capture", "file": "Capture" }, + { + "name": "Progress Indicators", + "file": "ProgressIndicators" + }, { "name": "Enclosure", "file": "Enclosure" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Contact", - "file": "Contact" + "name": "Configuration", + "file": "Configuration" } ], "pattern_id": "Connection", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780315", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Connection.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ConsistentRealityLogic.json b/ConsistentRealityLogic.json index a313093f77eb0e8c5c9f37beb31ea82dff5e22a4..e3351a6e65bf73240205d6e74ec979766c1426ee 100644 --- a/ConsistentRealityLogic.json +++ b/ConsistentRealityLogic.json @@ -2,7 +2,8 @@ "pattern_name": "Consistent Reality Logic", "description": "Consistent Reality Logic governs that the game elements, the player actions and their consequences, and the game events are consistent.", "content": [ - "For a game to be consistent means, first, that there are no contradictions or irregularities in the functioning of the game. For example, if the player can blow up a crate, the player should also be able to blow up all other similar crates. Another, more fundamental, layer of consistency concerns the degree to which our intuitive and natural ways of being in the real world are transformed into the metaphors used in the game itself. This means that all games have an internal logic that mimics reality or at least relates to how we understand reality through categories and relations." + "For a game to be consistent means, first, that there are no contradictions or irregularities in the functioning of the game. For example, if the player can blow up a crate, the player should also be able to blow up all other similar crates. Another, more fundamental, layer of consistency concerns the degree to which our intuitive and natural ways of being in the real world are transformed into the metaphors used in the game itself. This means that all games have an internal logic that mimics reality or at least relates to how we understand reality through categories and relations.", + "Example: The Sims, one of the most popular computer games ever, takes some of the features of suburban life and blends them into a consistent totality. The play experience is intuitive, seamless, and fluid. This is partly because of a great user interface but also because the [[Consistent Reality Logic]] of The Sims is extremely well constructed. Even though the player actions do not always have a direct counterpart in the real world, the consequences are life-like and consistent." ], "using_the_pattern": [ "A [[Consistent Reality Logic]] in a game almost always creates a stronger sense of [[Immersion]] even without having realistic audiovisual representations of the game elements. Concentrating on [[Consistent Reality Logic]] on the expense of the graphical outlook of the [[Game World]] may promote [[Cognitive Immersion]] instead of [[Emotional Immersion]], and may be more suitable for a particular game design. For example, it is doubtful that the experience of playing computer Chess would benefit from photorealistic and animated movement of the pieces; the outcome would probably be negative regarding gameplay. A sign of [[Consistent Reality Logic]] that is combined with [[Emotional Immersion]] in games is when players can have [[Identification]] with their [[Enemies]].", @@ -63,149 +64,145 @@ ] }, "examples": [ - "The Sims, one of the most popular computer games ever, takes some of the features of suburban life and blends them into a consistent totality. The play experience is intuitive, seamless, and fluid. This is partly because of a great user interface but also because the Consistent Reality Logic of The Sims is extremely well constructed. Even though the player actions do not always have a direct counterpart in the real world, the consequences are life-like and consistent." + "The Sims, one of the most popular computer games ever, takes some of the features of suburban life and blends them into a consistent totality. The play experience is intuitive, seamless, and fluid. This is partly because of a great user interface but also because the [[Consistent Reality Logic]] of The Sims is extremely well constructed. Even though the player actions do not always have a direct counterpart in the real world, the consequences are life-like and consistent." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Downtime", - "file": "Downtime" - }, - { - "name": "Cameras", - "file": "Cameras" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Invisible Walls", - "file": "InvisibleWalls" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Units", + "file": "Units" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "God's Finger", - "file": "God'sFinger" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Levels", + "file": "Levels" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Units", - "file": "Units" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Levels", - "file": "Levels" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Tools", + "file": "Tools" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Lives", + "file": "Lives" }, { - "name": "Immersion", - "file": "Immersion" + "name": "God's Finger", + "file": "God'sFinger" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Clues", + "file": "Clues" }, { - "name": "Lives", - "file": "Lives" + "name": "Construction", + "file": "Construction" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Construction", - "file": "Construction" + "name": "Identification", + "file": "Identification" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Tools", - "file": "Tools" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Identification", - "file": "Identification" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Clues", - "file": "Clues" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { "name": "Indirect Information", @@ -215,9 +212,9 @@ "pattern_id": "ConsistentRealityLogic", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ConsistentRealityLogic.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Construction.json b/Construction.json index b31731b826374a144a0fb79044688797a43b25d1..875e13c1076bb197f16c00806be5395c02616699 100644 --- a/Construction.json +++ b/Construction.json @@ -2,7 +2,11 @@ "pattern_name": "Construction", "description": "The action of introducing new game elements that are presented as intentional constructions into the Game World.", "content": [ - "The introduction of game elements in the game can be the cause of players' actions. When the game elements introduced are perceived as something requiring organizing the environment (in technical terms, countering entropy) this can be framed as [[Construction]]." + "The introduction of game elements in the game can be the cause of players' actions. When the game elements introduced are perceived as something requiring organizing the environment (in technical terms, countering entropy) this can be framed as [[Construction]].", + "Example: Pontifex by ChronicLogic allows players to build bridges that are tested by a physics engine that sends a train over the bridges.", + "Example: The Sims allows players to construct homes for their Sims, redecorating and rebuilding the houses as the needs and living conditions of the Sims change.", + "Example: The board game The Settlers of Catan allows players to build villages and towns at the intersections of hexes in the game, and roads between them.", + "Example: Massively multiplayer online roleplaying games usually allow players to construct houses by buying them and construct items through actions. Text-based multiplayer dungeons take this further by letting high-level players create new areas in the [[Game World]] and program the functionality of areas and game elements." ], "using_the_pattern": [ "The main design choices for supporting [[Construction]] include the design of the new game elements that are the product of the action, what [[Resources]] are needed, the possibility of succeeding, and the variations in designs that the players can create. Requiring scarce [[Resources]] for construction to occur can give rise to [[Exploration]] or [[Gain Ownership]] as well as [[Trading]]. Linking the chance of success to a [[Skill]] encourages [[Construction]] as a [[Competence Area]]. Allowing a large variation in the possible [[Constructions]] give players a [[Freedom of Choice]] and the [[Creative Control]] to Experiment and select [[Player Defined Goals]]. The possibility of failed [[Constructions]] leading to alternative [[Constructions]] also encourages [[Experimenting]].", @@ -50,101 +54,101 @@ "Pontifex by ChronicLogic allows players to build bridges that are tested by a physics engine that sends a train over the bridges.", "The Sims allows players to construct homes for their Sims, redecorating and rebuilding the houses as the needs and living conditions of the Sims change.", "The board game The Settlers of Catan allows players to build villages and towns at the intersections of hexes in the game, and roads between them.", - "Massively multiplayer online roleplaying games usually allow players to construct houses by buying them and construct items through actions. Text-based multiplayer dungeons take this further by letting high-level players create new areas in the Game World and program the functionality of areas and game elements." + "Massively multiplayer online roleplaying games usually allow players to construct houses by buying them and construct items through actions. Text-based multiplayer dungeons take this further by letting high-level players create new areas in the [[Game World]] and program the functionality of areas and game elements." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Investments", - "file": "Investments" + "name": "Experimenting", + "file": "Experimenting" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Trading", - "file": "Trading" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Trading", + "file": "Trading" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Investments", + "file": "Investments" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resources", + "file": "Resources" }, { "name": "Competence Areas", "file": "CompetenceAreas" }, { - "name": "Resources", - "file": "Resources" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Producers", - "file": "Producers" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Producers", + "file": "Producers" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Construction", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Construction.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ConstructivePlay.json b/ConstructivePlay.json index a4cdfe97eda7af1a094e5eca9726676ef8d2430d..39411b8e96b01e368d2432b92f175aad206ade2b 100644 --- a/ConstructivePlay.json +++ b/ConstructivePlay.json @@ -2,7 +2,10 @@ "pattern_name": "Constructive Play", "description": "Constructive Play is based on putting game elements together to construct new kinds of game element configurations, which might have different emergent characteristics.", "content": [ - "Games provide [[Constructive Play]] when the actions available in games allow players to construct compound game elements or even set their own goals. The different features of [[Constructive Play]] such as requiring and enhancing imagination, promoting experimental problem solving, and training sensory-motoric skills can all be made part of required challenges in games." + "Games provide [[Constructive Play]] when the actions available in games allow players to construct compound game elements or even set their own goals. The different features of [[Constructive Play]] such as requiring and enhancing imagination, promoting experimental problem solving, and training sensory-motoric skills can all be made part of required challenges in games.", + "Example: The gameplay of The Incredible Machine is based on putting different game elements, such as conveyer belts, cats, and hamsters, together to solve specific puzzles containing dynamic parts. These puzzles are designed in such a way that there is no single correct way to solve them.", + "Example: SimCity, along with the other games in the Sim series, is almost purely based on [[Constructive Play]].SimCity does not even have predefined explicit goals so that the players may engage in [[Constructive Play]] even in defining their own goals.", + "Example: SodaPlay (http://www. sodaplay. com) allows players to build models out of mass points, which can be connected with springs. The system also allows the players to change parameters of the world such as gravity and friction. The players can then let these models loose in animated simulations. Even though the basic elements of the system are simple, the possible combinations are huge." ], "using_the_pattern": [ "[[Constructive Play]] can be created by providing [[Construction]] actions in games, requiring [[Team Play]], supporting [[Cooperation]] and [[Collaborative Actions]], or giving players [[Creative Control]].", @@ -36,66 +39,62 @@ }, "examples": [ "The gameplay of The Incredible Machine is based on putting different game elements, such as conveyer belts, cats, and hamsters, together to solve specific puzzles containing dynamic parts. These puzzles are designed in such a way that there is no single correct way to solve them.", - "SimCity, along with the other games in the Sim series, is almost purely based on Constructive Play.SimCity does not even have predefined explicit goals so that the players may engage in Constructive Play even in defining their own goals.", + "SimCity, along with the other games in the Sim series, is almost purely based on [[Constructive Play]].SimCity does not even have predefined explicit goals so that the players may engage in [[Constructive Play]] even in defining their own goals.", "SodaPlay (http://www. sodaplay. com) allows players to build models out of mass points, which can be connected with springs. The system also allows the players to change parameters of the world such as gravity and friction. The players can then let these models loose in animated simulations. Even though the basic elements of the system are simple, the possible combinations are huge." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Construction", - "file": "Construction" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Construction", + "file": "Construction" }, { "name": "Cooperation", "file": "Cooperation" }, - { - "name": "Experimenting", - "file": "Experimenting" - }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" - }, - { - "name": "Team Play", - "file": "TeamPlay" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" } ], "pattern_id": "ConstructivePlay", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ConstructivePlay.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Consumers.json b/Consumers.json index a3ccfba32b36f620b95d501d8d0c2aeeae4215d9..c601ed793dde3dd75f7bcc6f416a245dbb377b8b 100644 --- a/Consumers.json +++ b/Consumers.json @@ -2,7 +2,11 @@ "pattern_name": "Consumers", "description": "A game element, usually some kind of a resource, is consumed as a consequence of a player action, certain game element configuration, or other type of a game event.", "content": [ - "The consumption of the game element means that the element is out of the game totally or that the status of the game element changes radically, as for example blocks in Tetris having a fixed position after being placed. The latter category, of course, takes the consumption metaphorically, but in some cases it is a useful level of analysis." + "The consumption of the game element means that the element is out of the game totally or that the status of the game element changes radically, as for example blocks in Tetris having a fixed position after being placed. The latter category, of course, takes the consumption metaphorically, but in some cases it is a useful level of analysis.", + "Example: Tetris has (at least) two levels of [[Consumer]] governing the behavior of the blocks. The first one, when the falling block stops, \"consumes\" the block metaphorically by changing the state from being dynamic and under player control to static. The next consumption level happens when the full horizontally aligned rows are removed from the screen.", + "Example: in Pac-Man the pills are consumed by Pac-Man and ghosts can consume Pac-Man when he is not under the effect of the power-pill.", + "Example: the units in Civilization are consumed, that is, removed from the game, when they lose battles against other units or cities.", + "Example: in fantasy roleplaying games the hit points of the character are consumed when the character is hurt, for example, in a melee combat." ], "using_the_pattern": [ "From the players' point of view there are two distinct variants: [[Consumer]] as a threat or as an opportunity. The first variant, [[Consumer]] as a threat, is more concrete. The [[Consumer]] in this case is simply something that tries to forcefully take over or destroy the players' [[Resources]]. For example, in Chess the [[Consumer]] pattern dictates that the other player can capture the players' pieces and in Civilization the units can be eliminated in combat against hostile units. The [[Damage]] pattern can be used to modulate the [[Consumer]] so that the [[Resources]] are not immediately destroyed by the consumption. The players' [[Resources]] can also be automatically depleted according to the game time, to create a [[Time Limit]] and to raise [[Tension]]. Another way to create this kind of [[Tension]] is to have a [[Time Limit]] before automatic consumption of the [[Resources]] and giving the players a possibility to control the [[Resources]] before consumption. For example, the Tetris block is a [[Resource]] for the player, and there is a [[Time Limit]] before the block is consumed by touching other blocks. The player is able to move and rotate the block within that [[Time Limit]]. Using [[Non-Renewable Resources]] with Consumer also naturally limits the lifetime of a game instance.", @@ -34,7 +38,7 @@ "Potentially conflicting with": [] }, "examples": [ - "Tetris has (at least) two levels of Consumer governing the behavior of the blocks. The first one, when the falling block stops, \"consumes\" the block metaphorically by changing the state from being dynamic and under player control to static. The next consumption level happens when the full horizontally aligned rows are removed from the screen.", + "Tetris has (at least) two levels of [[Consumer]] governing the behavior of the blocks. The first one, when the falling block stops, \"consumes\" the block metaphorically by changing the state from being dynamic and under player control to static. The next consumption level happens when the full horizontally aligned rows are removed from the screen.", "in Pac-Man the pills are consumed by Pac-Man and ghosts can consume Pac-Man when he is not under the effect of the power-pill.", "the units in Civilization are consumed, that is, removed from the game, when they lose battles against other units or cities.", "in fantasy roleplaying games the hit points of the character are consumed when the character is hurt, for example, in a melee combat." @@ -46,56 +50,52 @@ "file": "Enemies" }, { - "name": "Damage", - "file": "Damage" + "name": "Resource Management", + "file": "ResourceManagement" }, { "name": "Eliminate", "file": "Eliminate" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" - }, - { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Consumer", - "file": "Consumers" + "name": "Investments", + "file": "Investments" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Damage", + "file": "Damage" }, { - "name": "Cards", - "file": "Cards" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { "name": "Resources", "file": "Resources" }, - { - "name": "Investments", - "file": "Investments" - }, { "name": "Tradeoffs", "file": "Tradeoffs" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Cards", + "file": "Cards" + }, + { + "name": "Tension", + "file": "Tension" + }, + { + "name": "Producer-Consumer", + "file": "Producer-Consumer" } ], "pattern_id": "Consumers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Consumers.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Contact.json b/Contact.json index d01b09b95c577548594bc12959b282219801c618..d2b9d71db4ea1fad2a43ccaf54f28ff96a7f93aa 100644 --- a/Contact.json +++ b/Contact.json @@ -2,7 +2,8 @@ "pattern_name": "Contact", "description": "The goal of having two or more elements have physical contact with each other.", "content": [ - "This is the goal to make one game element touch or occupy the same place as another game element. The goal is very common as it is typically used to indicate the success of goal to [[Eliminate]], [[Gain Ownership]] or [[Gain Information]]. Taking the power pills in Pac-Man, capturing pieces in Chess, picking up items in adventure games, crossing the end line in a racing game, hitting an opponent in a fighting game, and shooting an enemy in a first-person shooter can all be seen as examples of fulfilling the [[Contact]] goal." + "This is the goal to make one game element touch or occupy the same place as another game element. The goal is very common as it is typically used to indicate the success of goal to [[Eliminate]], [[Gain Ownership]] or [[Gain Information]]. Taking the power pills in Pac-Man, capturing pieces in Chess, picking up items in adventure games, crossing the end line in a racing game, hitting an opponent in a fighting game, and shooting an enemy in a first-person shooter can all be seen as examples of fulfilling the [[Contact]] goal.", + "Example: Chasing games, such as Tag, are probably the best known games employing [[Contact]] as a basic goal." ], "using_the_pattern": [ "[[Contact]] by itself is not normally used as a stand-alone goal. Instead, [[Contact]] is often used to define the end condition of another goal patterns or to activate [[Area Control]] actions. Examples of patterns used in combination with [[Contact]] include [[Herd]], [[Capture]], [[Evade]], [[Eliminate]] and [[Gain Ownership]]. The presence or absence of [[Contact]] is a basic way to formulate a Boolean condition for collections of [[Incompatible Goals]], as for example in the [[Role Reversal]] of the [[Capture]] and [[Evade]] goals in Tag.", @@ -31,14 +32,10 @@ "Potentially conflicting with": [] }, "examples": [ - "Chasing games, such as Tag, are probably the best known games employing Contact as a basic goal." + "Chasing games, such as Tag, are probably the best known games employing [[Contact]] as a basic goal." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Eliminate", - "file": "Eliminate" - }, { "name": "Traverse", "file": "Traverse" @@ -48,20 +45,20 @@ "file": "Capture" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Herd", + "file": "Herd" }, { - "name": "Contact", - "file": "Contact" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Herd", - "file": "Herd" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Gain Ownership", @@ -71,9 +68,9 @@ "pattern_id": "Contact", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1781470", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Contact.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Container.json b/Container.json index 36078a2b0c54f5cefb29f0944273670141fa5883..d24a8ec16833f9e935f9532bc9b89bc1ab700e53 100644 --- a/Container.json +++ b/Container.json @@ -2,7 +2,10 @@ "pattern_name": "Container", "description": "Container is a game element that can store other game elements.", "content": [ - "The simplest [[Container]] is a stockpile, which can only store game elements of one kind. The [[Containers]] can, however, be more complex and allow different kinds of game elements, even other [[Containers]], to be stored. The [[Container]] can either be abstract or represented as elements in the game world, such as crates containing ammunition and health packs in first-person shooters." + "The simplest [[Container]] is a stockpile, which can only store game elements of one kind. The [[Containers]] can, however, be more complex and allow different kinds of game elements, even other [[Containers]], to be stored. The [[Container]] can either be abstract or represented as elements in the game world, such as crates containing ammunition and health packs in first-person shooters.", + "Example: the amount of money the player owns in Monopoly is a simple abstract accumulator [[Container]]. The same applies to a character's hit points in roleplaying games and health and supply points in some strategy games.", + "Example: in Civilization the cities are [[Containers]] that can store several kinds of different game elements ranging from food to military units.", + "Example: the player's inventory in most computer roleplaying games is a [[Container]] that can store different kinds of game elements, even other [[Containers]] such as backpacks and purses." ], "using_the_pattern": [ "The most important things in using the [[Container]] is deciding which kinds of [[Resources]] the [[Container]] can store and what the limit of storage is, if any, of a single [[Container]]. The [[Container]] can be an abstract element, such as the bank balance in Monopoly or [[Card Hands]] and [[Drawing Stacks]] in card games, or it can be associated with a specific game element, for example, [[Strategic Locations]] such as cities and factories, or concrete [[Containers]] such as bags, barrels, and treasures chests in roleplaying and adventure games.", @@ -34,9 +37,9 @@ "Potentially conflicting with": [] }, "examples": [ - "the amount of money the player owns in Monopoly is a simple abstract accumulator Container. The same applies to a character's hit points in roleplaying games and health and supply points in some strategy games.", - "in Civilization the cities are Containers that can store several kinds of different game elements ranging from food to military units.", - "the player's inventory in most computer roleplaying games is a Container that can store different kinds of game elements, even other Containers such as backpacks and purses." + "the amount of money the player owns in Monopoly is a simple abstract accumulator [[Container]]. The same applies to a character's hit points in roleplaying games and health and supply points in some strategy games.", + "in Civilization the cities are [[Containers]] that can store several kinds of different game elements ranging from food to military units.", + "the player's inventory in most computer roleplaying games is a [[Container]] that can store different kinds of game elements, even other [[Containers]] such as backpacks and purses." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ @@ -49,48 +52,40 @@ "file": "CardHands" }, { - "name": "Resources", - "file": "Resources" - }, - { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Resources", + "file": "Resources" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Resource Management", - "file": "ResourceManagement" - }, - { - "name": "Drawing Stacks", - "file": "DrawingStacks" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "Converters", "file": "Converters" }, { - "name": "Container", - "file": "Container" + "name": "Drawing Stacks", + "file": "DrawingStacks" }, { - "name": "Containers", - "file": "Container" + "name": "Producer-Consumer", + "file": "Producer-Consumer" } ], "pattern_id": "Container", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Container.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ContinuousGoals.json b/ContinuousGoals.json index 2b1b58eaa2bc39664fede09d803dc2793ff14438..11e4b08243a26da7d723a77c30e3a9994975a882 100644 --- a/ContinuousGoals.json +++ b/ContinuousGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Continuous Goals", "description": "Goals that require the player to maintain a subset of a certain game state within certain limits.", "content": [ - "Continuous Goals are goals which are achieved by making sure a given condition is maintained for a certain period of time. Rather than just having to fulfill a condition at a specific point in gameplay, the player must ensure that the condition is not broken through passiveness, game events, or other players' actions. Many, if not most, of the games having [[Continuous Goals]] also have as subgoal to first reach the required game state condition of the [[Continuous Goal]]." + "Continuous Goals are goals which are achieved by making sure a given condition is maintained for a certain period of time. Rather than just having to fulfill a condition at a specific point in gameplay, the player must ensure that the condition is not broken through passiveness, game events, or other players' actions. Many, if not most, of the games having [[Continuous Goals]] also have as subgoal to first reach the required game state condition of the [[Continuous Goal]].", + "Example: Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations.", + "Example: the goal for the king in [[King of the Hill]] is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, \"it\", has a goal to change the game state by role reversalwhile the other players try to maintain the state." ], "using_the_pattern": [ "[[Continuous Goals]] can easily be constructed by modifying the scoring mechanics of a goal so that they do not depend on the fulfillment of a game state but rather on maintaining a game state. [[Preventing Goals]] are [[Continuous Goals]] since basically they are defined as maintaining the game state which is the inversion of the game state of the goal to be prevented. Examples of [[Continuous Goals]] are [[Reconnaissance]], [[Guard]], and [[King of the Hill]], of which the two latter make use of [[Goal Points]]. Other examples are maintaining [[Indirect Control]] of game elements or [[Area Control]] of parts of the [[Game World]]. [[Planned Character Development]] is a [[Continuous Goal]] since it usually requires many actions and subgoals to be perform while continually striving for the goal. [[Continuous Goals]] can also be defined negatively, e. g. as not performing an otherwise possible and maybe beneficial action.", @@ -49,105 +51,105 @@ }, "examples": [ "Multiplayer first-person shooters such as Battlefield 1942 have modes where teams score points (or reduce ticks from the opposing team) by controlling strategic locations.", - "the goal for the king in King of the Hill is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, \"it\", has a goal to change the game state by role reversalwhile the other players try to maintain the state." + "the goal for the king in [[King of the Hill]] is to maintain the game state of being the king while the other players have the goal of changing that game state. The same situation appears in Tag, but reversed; the chasing player, \"it\", has a goal to change the game state by role reversalwhile the other players try to maintain the state." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" - }, - { - "name": "Guard", - "file": "Guard" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Survive", - "file": "Survive" + "name": "Score", + "file": "Score" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Goal Points", - "file": "GoalPoints" - }, - { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Tension", "file": "Tension" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Survive", + "file": "Survive" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { "name": "Lives", "file": "Lives" }, { - "name": "Evade", - "file": "Evade" + "name": "Goal Points", + "file": "GoalPoints" + }, + { + "name": "Area Control", + "file": "AreaControl" }, { "name": "Race", "file": "Race" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Guard", + "file": "Guard" }, { "name": "Indirect Control", "file": "IndirectControl" }, { - "name": "Score", - "file": "Score" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Evade", + "file": "Evade" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Preventing Goals", + "file": "PreventingGoals" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" } ], "pattern_id": "ContinuousGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ContinuousGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Controllers.json b/Controllers.json index 715492966e188807a2f03cf423ad6c5f51cfaa1b..33948f8ede56b84ced7b641a40abf9b9e4b72812 100644 --- a/Controllers.json +++ b/Controllers.json @@ -1,7 +1,11 @@ { "pattern_name": "Controllers", "description": "Controllers are game elements fixed in particular locations in the Game World that allow players to perform actions that would not be possible otherwise.", - "content": [], + "content": [ + "Example: First-person shooters, such as Quake, often have doors that have to be opened through activating [[Controllers]].", + "Example: The cannons in Super Mario 64 are [[Controllers]] that allow Mario to reach areas otherwise inaccessible by shooting himself from a cannon.", + "Example: Abstract [[Controllers]] can be found in Return to Castle Wolfenstein: Enemy Territory as players can construct bridges, command centers, and towers in certain places." + ], "using_the_pattern": [ "[[Controllers]] share many design possibilities with [[Tools]]. After choosing what [[Privileged Abilities]] the [[Controllers]] support, a game designer has to decide which [[Units]] or [[Avatars]] can use the [[Controller]], any specific skills that are needed, and any [[Resources]] the [[Controller]] might consume. However, [[Controllers]] differ in some respects from [[Tools]]. First, they are public in the sense that they are stationary, and whoever is near it can activate it (unless specific skills or resources are needed). This means that any [[Gain Ownership]] goals related to the [[Controllers]] are linked to controlling the game area. Second, they may need [[Tools]] to be activated besides any requirements on skills and [[Resources]]. Third, as they often are presented as part of a large machine or system, they often can affect something outside the usual reach of [[Units']] or [[Avatars']] actions without breaking the [[Consistent Reality Logic]] of the game. The activation of [[Controllers]] can often be the completion of a goal or a [[Level]]. Further, the actions can be both [[Extended Actions]] (requiring the constant activation of a player) and [[Ultra-Powerful Events]] (for example when activating [[Moveable Tiles]]).", "The archetypical type of [[Controller]] is a [[Button]]. However, [[Controllers]] do not have to be tangible game elements, but they can be areas where the construction or destruction of game elements is possible. Examples of this are boxes of construction material, which can be assembled to specific game elements, such as bridges or bases in Return to Castle Wolfenstein: Enemy Territory." @@ -33,56 +37,52 @@ "Potentially conflicting with": [] }, "examples": [ - "First-person shooters, such as Quake, often have doors that have to be opened through activating Controllers.", - "The cannons in Super Mario 64 are Controllers that allow Mario to reach areas otherwise inaccessible by shooting himself from a cannon.", - "Abstract Controllers can be found in Return to Castle Wolfenstein: Enemy Territory as players can construct bridges, command centers, and towers in certain places." + "First-person shooters, such as Quake, often have doors that have to be opened through activating [[Controllers]].", + "The cannons in Super Mario 64 are [[Controllers]] that allow Mario to reach areas otherwise inaccessible by shooting himself from a cannon.", + "Abstract [[Controllers]] can be found in Return to Castle Wolfenstein: Enemy Territory as players can construct bridges, command centers, and towers in certain places." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Controllers", - "file": "Controllers" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Resource Locations", + "file": "ResourceLocations" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Tools", - "file": "Tools" + "name": "Buttons", + "file": "Buttons" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Buttons", - "file": "Buttons" + "name": "Tools", + "file": "Tools" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { "name": "Area Control", "file": "AreaControl" }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, { "name": "Gain Ownership", "file": "GainOwnership" @@ -91,9 +91,9 @@ "pattern_id": "Controllers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Controllers.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Converters.json b/Converters.json index 7951b5dcba0b70660ff61ba2c81ef5635a40b217..9af949142568de962ef750edf803d49ea8ed7a93 100644 --- a/Converters.json +++ b/Converters.json @@ -2,7 +2,9 @@ "pattern_name": "Converters", "description": "Converter produces different types of game elements from other game elements, typically from other resources. In essence, a Converter transforms game elements into other game elements.", "content": [ - "[[Converters]] often appear in strategy games as factories, cities, or special units, which can produce more units, such as tanks and fighter planes, from more basic resources. Some of the more complex games even have several levels of resource refinement. [[Converters]], however, can also appear in games where there are no resource flows to be managed as in the case of Chess." + "[[Converters]] often appear in strategy games as factories, cities, or special units, which can produce more units, such as tanks and fighter planes, from more basic resources. Some of the more complex games even have several levels of resource refinement. [[Converters]], however, can also appear in games where there are no resource flows to be managed as in the case of Chess.", + "Example: real-time strategy game StarCraft has factories, which require basic resources, metal, energy etc. to build units for the player.", + "Example: the opposing end of the Chess board is a [[Converter]] that converts pawns to queens." ], "using_the_pattern": [ "As the [[Converter]] is a direct application of [[Producer-Consumer]], the [[Converter]] in fact being both a [[Consumer]] and a [[Producer]], the principles of these patterns also apply to using [[Converter]]. [[Converters]] are used to create [[Producer-Consumer]] chains that create more complex resource flows within the game and can thereby be used to modulate the [[Right Level of Complexity]] in games. In these cases the [[Converters]] are usually associated with a [[Container]] to store the intermediate resources before actual use. The use of [[Converters]] to provide [[Renewable Resources]] allows the availability of the renewed [[Resource]] to be limited by the availability of the consumed [[Resource]].", @@ -38,77 +40,73 @@ }, "examples": [ "real-time strategy game StarCraft has factories, which require basic resources, metal, energy etc. to build units for the player.", - "the opposing end of the Chess board is a Converter that converts pawns to queens." + "the opposing end of the Chess board is a [[Converter]] that converts pawns to queens." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Cards", + "file": "Cards" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Tools", - "file": "Tools" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Cards", - "file": "Cards" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" - }, - { - "name": "Converter", - "file": "Converters" + "name": "Tools", + "file": "Tools" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Container", + "file": "Container" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Container", - "file": "Container" + "name": "Producer-Consumer", + "file": "Producer-Consumer" } ], "pattern_id": "Converters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Converters.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Cooperation.json b/Cooperation.json index ad64133037774ea45b4ce4a842d453ab08c6e69b..afb199bcaed805a1e6cf742726aa7aa784c76edb 100644 --- a/Cooperation.json +++ b/Cooperation.json @@ -2,7 +2,11 @@ "pattern_name": "Cooperation", "description": "Players cooperate, i.e., coordinate their actions and share resources, in order to reach goals or subgoals of the game.", "content": [ - "[[Cooperation]] in games allows players to divide goals between them and rely upon each other's abilities and resources. It may enable players to perform otherwise impossible actions or may make players feel that they are part of a team. The notion of a fully cooperative game, without any kind of competition or conflict, seems to be a moot point. Games without struggle to achieve some form of goal are not games at all, and any game containing competition or conflict situations automatically introduces struggle and makes full [[Cooperation]] impossible." + "[[Cooperation]] in games allows players to divide goals between them and rely upon each other's abilities and resources. It may enable players to perform otherwise impossible actions or may make players feel that they are part of a team. The notion of a fully cooperative game, without any kind of competition or conflict, seems to be a moot point. Games without struggle to achieve some form of goal are not games at all, and any game containing competition or conflict situations automatically introduces struggle and makes full [[Cooperation]] impossible.", + "Example: Laying a puzzle together with friends has [[Cooperation]] between the players, but one can still see the puzzle as containing [[Competition]] (or even [[Conflict]]) against the game system or designers of the puzzle.", + "Example: The members of a Soccer team have to cooperate in order to beat the opposing team.", + "Example: In Lord of the Rings, the board game, the players coordinate their actions in order to defeat Sauron. The gameplay in this game is basically fully cooperative since the main goal, defeating Sauron, is common to all players, that is, either the players win the game or they all lose.", + "Example: MMORPG sections where there is no possibility for destructive player versus player actions, such as attacking or stealing, encourage [[Cooperation]] as the possibility of [[Betrayal]] is lessened. Further, a player that does not cooperate can lose compared to the other players if all the other players collaborate." ], "using_the_pattern": [ "The simplest way to achieve [[Cooperation]] is to use [[Team Play]], but equal levels of [[Cooperation]] can be achieved by introducing [[Mutual Goals]] with [[Shared Rewards]] to players. This creates incentives for the players to strive towards the goals together, and it has been shown that cooperative groups with [[Shared Rewards]] perform better, are more strongly motivated, and more willingly engage in [[Social Interaction]]. The [[Mutual Goals]], however, do not need to be the highest level goals in the game; that is, it is possible to have [[Competition]] and [[Conflict]] between the players as a high level goal and use [[Mutual Goals]] as subgoals for reaching the high level goal.", @@ -50,108 +54,104 @@ ] }, "examples": [ - "Laying a puzzle together with friends has Cooperation between the players, but one can still see the puzzle as containing Competition (or even Conflict) against the game system or designers of the puzzle.", + "Laying a puzzle together with friends has [[Cooperation]] between the players, but one can still see the puzzle as containing [[Competition]] (or even [[Conflict]]) against the game system or designers of the puzzle.", "The members of a Soccer team have to cooperate in order to beat the opposing team.", "In Lord of the Rings, the board game, the players coordinate their actions in order to defeat Sauron. The gameplay in this game is basically fully cooperative since the main goal, defeating Sauron, is common to all players, that is, either the players win the game or they all lose.", - "MMORPG sections where there is no possibility for destructive player versus player actions, such as attacking or stealing, encourage Cooperation as the possibility of Betrayal is lessened. Further, a player that does not cooperate can lose compared to the other players if all the other players collaborate." + "MMORPG sections where there is no possibility for destructive player versus player actions, such as attacking or stealing, encourage [[Cooperation]] as the possibility of [[Betrayal]] is lessened. Further, a player that does not cooperate can lose compared to the other players if all the other players collaborate." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Tension", + "file": "Tension" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Tension", - "file": "Tension" + "name": "Shared Resources", + "file": "SharedResources" }, { "name": "Competition", "file": "Competition" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Trading", + "file": "Trading" }, { "name": "Individual Rewards", "file": "IndividualRewards" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Trading", - "file": "Trading" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Conflict", + "file": "Conflict" }, { "name": "Team Play", "file": "TeamPlay" }, - { - "name": "Shared Rewards", - "file": "SharedRewards" - }, { "name": "Bidding", "file": "Bidding" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "Cooperation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Cooperation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CreativeControl.json b/CreativeControl.json index d86bfd82c29457e067309db0e7a7af6a93239732..a995b8d06567c09a43bda08e7650d98cc23b8483 100644 --- a/CreativeControl.json +++ b/CreativeControl.json @@ -2,7 +2,9 @@ "pattern_name": "Creative Control", "description": "Players have the ability to be creative within the Game World.", "content": [ - "Some games allow players to perform actions in the [[Game World]] that qualify as expressions of creativity. This form of [[Creative Control]] makes it possible for players to define their own goals within the game environment as well as making it possible for them to show their creations to other players." + "Some games allow players to perform actions in the [[Game World]] that qualify as expressions of creativity. This form of [[Creative Control]] makes it possible for players to define their own goals within the game environment as well as making it possible for them to show their creations to other players.", + "Example: MUDs are the games that probably provide the strongest form of [[Creative Control]] of all computer games. In these games, players who have achieved wizard status are allowed to add code to the program running the game, in essence, being able to change nearly any aspect of the game.", + "Example: Many roleplaying games allow players to have [[Creative Control]] over the creation of their characters, as well as how the character develops over time. Even the somewhat limited [[Creative Control]] of choosing the Avatar's appearance in Anarchy Online, allows the players to express themselves." ], "using_the_pattern": [ "[[Creative Control]] can either be provided within the game state or through [[Extra-Game Consequences]]. For players to have [[Creative Control]] within the game state requires a [[Right Level of Complexity]] in the game state for unexpected combinations to exist or a [[Game Master]] that can manipulate the game state space to allow creativity for players.", @@ -52,130 +54,126 @@ "Potentially conflicting with": [] }, "examples": [ - "MUDs are the games that probably provide the strongest form of Creative Control of all computer games. In these games, players who have achieved wizard status are allowed to add code to the program running the game, in essence, being able to change nearly any aspect of the game.", - "Many roleplaying games allow players to have Creative Control over the creation of their characters, as well as how the character develops over time. Even the somewhat limited Creative Control of choosing the Avatar's appearance in Anarchy Online, allows the players to express themselves." + "MUDs are the games that probably provide the strongest form of [[Creative Control]] of all computer games. In these games, players who have achieved wizard status are allowed to add code to the program running the game, in essence, being able to change nearly any aspect of the game.", + "Many roleplaying games allow players to have [[Creative Control]] over the creation of their characters, as well as how the character develops over time. Even the somewhat limited [[Creative Control]] of choosing the Avatar's appearance in Anarchy Online, allows the players to express themselves." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" - }, - { - "name": "Empowerment", - "file": "Empowerment" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Investments", - "file": "Investments" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Characters", - "file": "Characters" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Investments", + "file": "Investments" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Characters", + "file": "Characters" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Roleplaying", + "file": "Roleplaying" }, { "name": "Construction", "file": "Construction" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Conceal", + "file": "Conceal" }, { "name": "Identification", "file": "Identification" }, - { - "name": "Competence Areas", - "file": "CompetenceAreas" - }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "CreativeControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CreativeControl.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/CutScenes.json b/CutScenes.json index 26a89a4c561309aa43105b195a7392f5a29e00db..8df747be7126154b93ff1cd4c0ce2021975dbdf6 100644 --- a/CutScenes.json +++ b/CutScenes.json @@ -2,7 +2,9 @@ "pattern_name": "Cut Scenes", "description": "Sequences of storytelling where players cannot act within the game.", "content": [ - "[[Cut Scenes]] are used when games cannot progress the entire game story through actions and events and need to give longer descriptions and explanations to players. These scenes are usually located between sections of gameplay that differ significantly, either because of change of location or type of activities required, or located right before a challenge to make players aware of the challenge." + "[[Cut Scenes]] are used when games cannot progress the entire game story through actions and events and need to give longer descriptions and explanations to players. These scenes are usually located between sections of gameplay that differ significantly, either because of change of location or type of activities required, or located right before a challenge to make players aware of the challenge.", + "Example: In Myst, the completion of puzzles resulted in video sequences from one of two brothers, and the fragmented parts of the world's history that they told unfolded the whole story for players as the game progressed.", + "Example: Wing Commander III has one of the most ambitious uses of [[Cut Scenes]] in games. These scenes were used in between flight missions to put the player's character in situations of choice and then give indications of the effect of the choices." ], "using_the_pattern": [ "To fully control the presentation of [[Cut Scenes]], they need to be designed in games with [[Dedicated Game Facilitators]]. However, the [[Cut Scenes]] do not have to be fully predetermined: having sets of [[Cut Scenes]] allows scenes to be chosen due to the current game state; using the game engine to run the [[Cut Scenes]] allows minor variations such as the positions of game elements; and using [[Game Masters]] allows [[Cut Scenes]] to be fully modulated with the game state and players.", @@ -46,97 +48,93 @@ }, "examples": [ "In Myst, the completion of puzzles resulted in video sequences from one of two brothers, and the fragmented parts of the world's history that they told unfolded the whole story for players as the game progressed.", - "Wing Commander III has one of the most ambitious uses of Cut Scenes in games. These scenes were used in between flight missions to put the player's character in situations of choice and then give indications of the effect of the choices." + "Wing Commander III has one of the most ambitious uses of [[Cut Scenes]] in games. These scenes were used in between flight missions to put the player's character in situations of choice and then give indications of the effect of the choices." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Levels", + "file": "Levels" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, - { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" - }, { "name": "Ultra-Powerful Events", "file": "Ultra-PowerfulEvents" }, { - "name": "Levels", - "file": "Levels" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Storytelling", + "file": "Storytelling" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "CutScenes", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "CutScenes.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Damage.json b/Damage.json index 0343bde14306e6f599b8fcaee46533173efd2102..bab76d6df46182145b67326bdbd122e27d701d7f 100644 --- a/Damage.json +++ b/Damage.json @@ -2,7 +2,10 @@ "pattern_name": "Damage", "description": "Effects from actions or events that can lead to negative consequences.", "content": [ - "[[Damage]] is an indication that players have failed to avoid the actions of enemies or dangerous objects in the game. The effects of [[Damage]] in most games are minor; it is mainly used as an indicator of how many times one may fail in a certain manor before more serious effects occur." + "[[Damage]] is an indication that players have failed to avoid the actions of enemies or dangerous objects in the game. The effects of [[Damage]] in most games are minor; it is mainly used as an indicator of how many times one may fail in a certain manor before more serious effects occur.", + "Example: Few first-person shooters make all hits instantaneous kills. Rather they require players to succeed with shots or strikes several times, each one giving [[Damage]], before killing their opponents.", + "Example: Roleplaying games often have detailed rules for [[Damage]], dividing character's bodies into different hit areas and having different consequences for taking [[Damage]] in each area.", + "Example: In the board game RoboRally the first points of [[Damage]] reduced the number of cards received each round. However, more [[Damage]] makes some cards be repeated each turn and severely limit the possible actions each turn. Even more [[Damage]] destroys the robot." ], "using_the_pattern": [ "Designing a [[Damage]] effect consists of determining what type of [[Damage]] is caused, how the severity of the [[Damage]] is calculated, how much accumulated [[Damage]] is needed before additional effects take place, if players can affect the severity of a [[Damage]], and if [[Damages]] can be healed or repaired. If the [[Damage]] comes as an effect of a [[Surprise]], the severity of the [[Surprise]] is increased but players [[Illusion of Influence]] may be negatively affected.", @@ -54,119 +57,115 @@ "Potentially conflicting with": [] }, "examples": [ - "Few first-person shooters make all hits instantaneous kills. Rather they require players to succeed with shots or strikes several times, each one giving Damage, before killing their opponents.", - "Roleplaying games often have detailed rules for Damage, dividing character's bodies into different hit areas and having different consequences for taking Damage in each area.", - "In the board game RoboRally the first points of Damage reduced the number of cards received each round. However, more Damage makes some cards be repeated each turn and severely limit the possible actions each turn. Even more Damage destroys the robot." + "Few first-person shooters make all hits instantaneous kills. Rather they require players to succeed with shots or strikes several times, each one giving [[Damage]], before killing their opponents.", + "Roleplaying games often have detailed rules for [[Damage]], dividing character's bodies into different hit areas and having different consequences for taking [[Damage]] in each area.", + "In the board game RoboRally the first points of [[Damage]] reduced the number of cards received each round. However, more [[Damage]] makes some cards be repeated each turn and severely limit the possible actions each turn. Even more [[Damage]] destroys the robot." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Eliminate", - "file": "Eliminate" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Combat", + "file": "Combat" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Units", + "file": "Units" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Tension", + "file": "Tension" }, { - "name": "Characters", - "file": "Characters" + "name": "Consumers", + "file": "Consumers" + }, + { + "name": "Penalties", + "file": "Penalties" }, { "name": "Skills", "file": "Skills" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Tension", - "file": "Tension" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Units", - "file": "Units" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Damage", - "file": "Damage" + "name": "Resources", + "file": "Resources" }, { - "name": "Combat", - "file": "Combat" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Renewable Resources", + "file": "RenewableResources" }, { "name": "Lives", "file": "Lives" }, { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "Evade", - "file": "Evade" - }, - { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Characters", + "file": "Characters" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Resources", - "file": "Resources" + "name": "Evade", + "file": "Evade" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Penalties", - "file": "Penalties" + "name": "King of the Hill", + "file": "KingoftheHill" } ], "pattern_id": "Damage", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Damage.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DeadlyTraps.json b/DeadlyTraps.json index 1203537886f94781847ec82281b835e7482c1dc7..3d1a9e8257dbe51c8231407053944ed0946db0ff 100644 --- a/DeadlyTraps.json +++ b/DeadlyTraps.json @@ -2,7 +2,9 @@ "pattern_name": "Deadly Traps", "description": "Deadly Traps are game events that kill Avatars and Units if they are within the area of effect of the trap.", "content": [ - "Typical examples of deadly traps include pits, falling blocks, lava, fire, acid, steam, machinery, crushing presses, fast-moving vehicles, and collapsing bridges, but many more are possible." + "Typical examples of deadly traps include pits, falling blocks, lava, fire, acid, steam, machinery, crushing presses, fast-moving vehicles, and collapsing bridges, but many more are possible.", + "Example: Platform games such as Super Mario Sunshine and The Legend of Zelda: Wind Waker are filled with a wide variety of deadly traps.", + "Example: The tracks in Super Monkey Ball are hovering high above the ground, effectively surrounding the tracks with a Deadly Trap." ], "using_the_pattern": [ "[[Deadly Traps]] can be divided into three categories: those that are visible and whose effects are clear, those that can be found by noticing differences from the surrounding environment of the trap, and those that cannot be noticed before they are activated. The first type, exemplified by game elements such as crushers, flame dischargers, and so on that follow a certain pattern in activation, allows the players to choose to try to bypass or deactivate the trap, typically requiring [[Timing]] or [[Rhythm-Based Actions]]. The second type, exemplified by (badly) camouflaged pits, may instantly kill the player character and thus require the player to be observant of [[Outstanding Features]] in the environment. The last type, exemplified by traps activated by counter-weights when picking up objects, creates [[Surprises]] but also promotes [[Memorizing]] to remember the location of the trap. The last two categories do not have to instantly kill the player character, but can give the player a [[Time Limit]] within which to react, thus increasing [[Tension]].", @@ -61,120 +63,120 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" - }, - { - "name": "Guard", - "file": "Guard" - }, - { - "name": "Eliminate", - "file": "Eliminate" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Timing", - "file": "Timing" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Units", + "file": "Units" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Consumers", - "file": "Consumers" - }, - { - "name": "Leaps of Faith", - "file": "LeapsofFaith" - }, - { - "name": "Memorizing", - "file": "Memorizing" + "name": "Timing", + "file": "Timing" }, { "name": "Tension", "file": "Tension" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Consumers", + "file": "Consumers" + }, + { + "name": "Penalties", + "file": "Penalties" }, { "name": "Movement", "file": "Movement" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Units", - "file": "Units" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Damage", - "file": "Damage" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { "name": "Lives", "file": "Lives" }, + { + "name": "Guard", + "file": "Guard" + }, + { + "name": "Surprises", + "file": "Surprises" + }, { "name": "Evade", "file": "Evade" }, + { + "name": "Damage", + "file": "Damage" + }, { "name": "Maneuvering", "file": "Maneuvering" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "DeadlyTraps", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DeadlyTraps.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DecreasedAbilities.json b/DecreasedAbilities.json index 8a705427d02a10226c093455ffb843a35ea6a39d..559e1de9991e90c7197073cc9fd15f5e163d4afa 100644 --- a/DecreasedAbilities.json +++ b/DecreasedAbilities.json @@ -2,7 +2,9 @@ "pattern_name": "Decreased Abilities", "description": "Players' chance of succeeding with an action as a function within the game is decreased, or the calculated effect the action has in the game decreased.", "content": [ - "Many games have events that make players' future actions have less effect, or less chance of succeeding, than they originally had. These [[Decreased Abilities]] can be the consequences of running out of [[Resources]] or being affected by hostile actions but require players to use the abilities more efficiently to reach the same level of effect as previously." + "Many games have events that make players' future actions have less effect, or less chance of succeeding, than they originally had. These [[Decreased Abilities]] can be the consequences of running out of [[Resources]] or being affected by hostile actions but require players to use the abilities more efficiently to reach the same level of effect as previously.", + "Example: Each point of damage received in RoboRally gives the player one card less at the beginning of each turn. As these cards are used to program a robot's movement, the reduction in number of cards effectively reduces the player's ability to control the robot.", + "Example: Being hit by an ice cube or polygon ball weapon in the Monkey Race 2 party game in Super Monkey Ball 2 significantly reduces players' top speed and ability to steer." ], "using_the_pattern": [ "Instantiating [[Decreased Abilities]] can easily be done by changing the values in the game state that are part of the evaluation functions of an action. Typically, this is motivated by changes in [[Skills]] of [[Characters]] or [[Units]]. An indirect way of achieving [[Decreased Abilities]] is to require use of [[Limited Resources]], and maybe [[Non-Renewable Resources]], so that players have to make [[Risk/Reward]] choices of whether to use the action. This limits the [[Freedom of Choice]] when the players can use the actions. Reducing the amount of [[Resources]] a player can access or store is another way to combine [[Decreased Abilities]] with [[Limited Resources]].", @@ -52,38 +54,46 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" - }, { "name": "Limited Resources", "file": "LimitedResources" }, - { - "name": "Units", - "file": "Units" - }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, { - "name": "Characters", - "file": "Characters" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Skills", - "file": "Skills" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Player Balance", + "file": "PlayerBalance" + }, + { + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Orthogonal Unit Differentiation", "file": "OrthogonalUnitDifferentiation" }, + { + "name": "Improved Abilities", + "file": "ImprovedAbilities" + }, + { + "name": "Player Killing", + "file": "PlayerKilling" + }, + { + "name": "Units", + "file": "Units" + }, { "name": "Right Level of Complexity", "file": "RightLevelofComplexity" @@ -93,44 +103,36 @@ "file": "TimeLimits" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Skills", + "file": "Skills" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" - }, - { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Characters", + "file": "Characters" } ], "pattern_id": "DecreasedAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DecreasedAbilities.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DedicatedGameFacilitators.json b/DedicatedGameFacilitators.json index 50b6a80f131feb6295d90685c8431bbd4cf7cc22..5639cf0c8369b713a9fbc775adecb24e988300bb 100644 --- a/DedicatedGameFacilitators.json +++ b/DedicatedGameFacilitators.json @@ -2,7 +2,10 @@ "pattern_name": "Dedicated Game Facilitators", "description": "Games that have machines or people who perform actions and provide choices so that players can play a game.", "content": [ - "Many games require actions and evaluations be done which do not offer any choices for players and are not supposed to be influenced by players. To enable better gameplay, and in some cases to enable gameplay at all, these games use [[Dedicated Game Facilitators]] which are machines, computers, or humans that are not players. Especially common reasons for use of [[Dedicated Game Facilitators]] are evaluation of complex and interconnected evaluation functions, improvising to allow greater player freedom, or to ensure impartial judgment." + "Many games require actions and evaluations be done which do not offer any choices for players and are not supposed to be influenced by players. To enable better gameplay, and in some cases to enable gameplay at all, these games use [[Dedicated Game Facilitators]] which are machines, computers, or humans that are not players. Especially common reasons for use of [[Dedicated Game Facilitators]] are evaluation of complex and interconnected evaluation functions, improvising to allow greater player freedom, or to ensure impartial judgment.", + "Example: computer programs running games are all [[Dedicated Game Facilitators]] that allow gameplay whenever players want to play, and can simulate opponents or provide access to opponents through network connections.", + "Example: the croupiers or dealers in casinos are [[Dedicated Game Facilitators]] that support gameplay for the players without playing the game themselves.", + "Example: game masters in tabletop roleplaying games are examples of people who can be considered both [[Dedicated Game Facilitators]] and players. Game Masters in tabletop war games provide similar functions as their counterparts in roleplaying games, but usually do not control game elements and are thus not considered players." ], "using_the_pattern": [ "[[Dedicated Game Facilitators]] can either be humans or automats in the form of machines or computers. All of these can enforce a number of functions in the game: enacting [[Agents]], controlling the timing of the unfolding of [[Narrative Structures]] and adjust it to players' [[Characters]], or creating [[Never Ending Stories]]; enforcing [[Turn Taking]] although some type of facilitators can also make [[Turn Taking]] optional or unnecessary; providing [[Unknown Goals]] so players can have [[Imperfect Information]] about what to do in the game and can experience [[Surprises]]; enabling [[Communication Channels]] which can be private, restricted, faulty, or leaky; or initiating [[Balancing Effects]] during gameplay due to differences in players' positions in the game. The option to using [[Dedicated Game Facilitators]] is to have [[Self-Facilitated Games]].", @@ -63,23 +66,27 @@ ] }, "examples": [ - "computer programs running games are all Dedicated Game Facilitators that allow gameplay whenever players want to play, and can simulate opponents or provide access to opponents through network connections.", - "the croupiers or dealers in casinos are Dedicated Game Facilitators that support gameplay for the players without playing the game themselves.", - "game masters in tabletop roleplaying games are examples of people who can be considered both Dedicated Game Facilitators and players. Game Masters in tabletop war games provide similar functions as their counterparts in roleplaying games, but usually do not control game elements and are thus not considered players." + "computer programs running games are all [[Dedicated Game Facilitators]] that allow gameplay whenever players want to play, and can simulate opponents or provide access to opponents through network connections.", + "the croupiers or dealers in casinos are [[Dedicated Game Facilitators]] that support gameplay for the players without playing the game themselves.", + "game masters in tabletop roleplaying games are examples of people who can be considered both [[Dedicated Game Facilitators]] and players. Game Masters in tabletop war games provide similar functions as their counterparts in roleplaying games, but usually do not control game elements and are thus not considered players." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Combat", + "file": "Combat" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Public Information", + "file": "PublicInformation" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Experimenting", @@ -90,136 +97,128 @@ "file": "Single-PlayerGames" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Betting", - "file": "Betting" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Characters", - "file": "Characters" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { "name": "Conflict", "file": "Conflict" }, { - "name": "Agents", - "file": "Agents" - }, - { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Characters", + "file": "Characters" }, { "name": "Turn Taking", "file": "TurnTaking" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" - }, - { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Betting", + "file": "Betting" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Combat", - "file": "Combat" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Agents", + "file": "Agents" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "DedicatedGameFacilitators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DedicatedGameFacilitators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DelayedEffects.json b/DelayedEffects.json index 43bfa4358aebd85dfed1871f7f5ecdd116c848b4..89192aec3731992bc0c86be539e27ef046713e58 100644 --- a/DelayedEffects.json +++ b/DelayedEffects.json @@ -2,7 +2,9 @@ "pattern_name": "Delayed Effects", "description": "The effects of actions and events in games do not occur directly after the actions or events have started.", "content": [ - "[[Delayed Effects]] are those effects of actions and events that are explicitly dictated by the rules in the game; effects that are the results of combined actions or are unexpected or unplanned do not qualify as [[Delayed Effects]], even if the effects take place after some actions or events have taken place." + "[[Delayed Effects]] are those effects of actions and events that are explicitly dictated by the rules in the game; effects that are the results of combined actions or are unexpected or unplanned do not qualify as [[Delayed Effects]], even if the effects take place after some actions or events have taken place.", + "Example: The effect of placing bets in Poker does not become apparent until a player folds or players show their card hands.", + "Example: The activation of the most powerful weapons in first-person shooters usually takes some time from activation to the time it fires, usually to balance them somewhat against the other weapons in the game." ], "using_the_pattern": [ "The primary design choices for [[Delayed Effects]] are if players should be aware of when the effects will occur and how the period of delay is determined. Showing when the effects will take place is usually done through [[Progress Indicators]] and allows players to perform actions requiring [[Timing]]. Not providing information about when [[Delayed Effects]] are about to occur increases the sense of [[Randomness]] in a game, even if the period of delay is not random. [[Delayed Effects]] that are unknown to players lessen the functionality of savingas they may make it difficult to know when to save to be able to avoid [[Irreversible Actions]].", @@ -54,100 +56,100 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Timing", - "file": "Timing" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Betting", - "file": "Betting" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Investments", - "file": "Investments" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Luck", - "file": "Luck" + "name": "Timing", + "file": "Timing" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Tension", + "file": "Tension" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Extended Actions", + "file": "ExtendedActions" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { - "name": "Tension", - "file": "Tension" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Investments", + "file": "Investments" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Betting", + "file": "Betting" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Luck", + "file": "Luck" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "DelayedEffects", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DelayedEffects.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DelayedReciprocity.json b/DelayedReciprocity.json index 37ec8cfe56a076e3cac2026bb765e6d89eb18138..df92daf80810c3ce0fefc5d95a0ac1c46aceeb92 100644 --- a/DelayedReciprocity.json +++ b/DelayedReciprocity.json @@ -2,7 +2,8 @@ "pattern_name": "Delayed Reciprocity", "description": "There is a time delay in social exchange situations, i.e. the whole exchange is not immediate, something is given now and the return is to be paid back some time in the future.", "content": [ - "Delayed Reciprocity is very common, especially in exchange situations which do not involve exchange of tangible goods but favors, information or specific actions, i. e. when the immediate exchange is not always even possible. [[Delayed Reciprocity]] does not in its basic form require that players agree beforehand on the exact nature of the exchange, but it can also be spontaneous and without mutual agreements." + "Delayed Reciprocity is very common, especially in exchange situations which do not involve exchange of tangible goods but favors, information or specific actions, i. e. when the immediate exchange is not always even possible. [[Delayed Reciprocity]] does not in its basic form require that players agree beforehand on the exact nature of the exchange, but it can also be spontaneous and without mutual agreements.", + "Example: in Diplomacy the player can order his armies to support also other players' army activities. This also means that if, for example, Italy supports a French Army in attacking Spain, Italy does not get anything concrete in return immediately (well, except if Spain was attacking Italy too). France can give support to Italy later, but is not obliged to by the rules." ], "using_the_pattern": [ "The basis for having [[Delayed Reciprocity]] in the game is to have player actions, which can benefit another player without benefiting the player performing the action, and that there is a possibility of having situations where the return is paid back in the future. The most explicit ways to achieve [[Delayed Reciprocity]] is though [[Collaborative Actions]] and [[Mutual Goals]] with [[Player Decided Results]] and [[Individual Rewards]] for the players. [[Social Organizations]] are formalized [[Alliances]] based around the concepts [[Social Interaction]] and some form of [[Delayed Reciprocity]]. However, the similar situation can arise in any exchange and [[Cooperation]] situation where there is a possibility of having at least perceived differences in the benefit for each of the players. For example, in Settlers of Catan the players can trade basic resources between each other and it is quite common that a player agrees on a less profitable trade expecting that the other player will return the favor later in the game. This can also happen in other forms of [[Trading]].", @@ -45,68 +46,68 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Trading", - "file": "Trading" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Tension", - "file": "Tension" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Betrayal", + "file": "Betrayal" }, { "name": "Mutual Goals", "file": "MutualGoals" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Trading", + "file": "Trading" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Tension", + "file": "Tension" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Uncommitted Alliances", @@ -116,9 +117,9 @@ "pattern_id": "DelayedReciprocity", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DelayedReciprocity.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Delivery.json b/Delivery.json index 49bb9f417bf79440f26a2f8cfc02ee635d3b9777..14673f5f576a6bc978c3af2f16a123245585413a 100644 --- a/Delivery.json +++ b/Delivery.json @@ -2,7 +2,9 @@ "pattern_name": "Delivery", "description": "Delivery consists of moving a certain game element to another specified game element or place within the game space.", "content": [ - "Games which have goals consisting of moving one game element from one place to another may be complicated by only letting players be able to move the game element through the effect of other game elements. In these cases, the goals may be seen as making a [[Delivery]] of a game element by using other game elements." + "Games which have goals consisting of moving one game element from one place to another may be complicated by only letting players be able to move the game element through the effect of other game elements. In these cases, the goals may be seen as making a [[Delivery]] of a game element by using other game elements.", + "Example: Football can be described as the task of delivering the ball into the other team's goal.", + "Example: capture the flag variants of first-person shooters have the goal of gaining access of the other team's flag and carrying it to one's own capture point." ], "using_the_pattern": [ "[[Delivery]] is the goal [[Traverse]] with the additional requirement that a certain game element must be brought to the [[Goal Point]]. The game element can be moved in several different ways: [[Pick-Ups]] allow players to concentrate on their own [[Movement]] by carrying the game element; making the game element move by performing actions on it allows for [[Aim & Shoot]] actions; or that they cannot be moved directly and required players to [[Herd]] it through using other game elements. [[Delivery]] can be used as a subgoal in [[Trading.]]", @@ -40,61 +42,61 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Goal Points", - "file": "GoalPoints" - }, { "name": "Pick-Ups", "file": "Pick-Ups" }, - { - "name": "Trading", - "file": "Trading" - }, { "name": "Traverse", "file": "Traverse" }, { - "name": "Stealth", - "file": "Stealth" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Movement", "file": "Movement" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Evade", + "file": "Evade" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Stealth", + "file": "Stealth" + }, + { + "name": "Herd", + "file": "Herd" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Trading", + "file": "Trading" }, { "name": "Overcome", "file": "Overcome" }, { - "name": "Herd", - "file": "Herd" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Evade", - "file": "Evade" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Delivery", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780279", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Delivery.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Dexterity-BasedActions.json b/Dexterity-BasedActions.json index 8a399fd56d4260520db7d4bee6e3272e57147461..8041445d1b1ca239701fc3f86bbd72ac534b4507 100644 --- a/Dexterity-BasedActions.json +++ b/Dexterity-BasedActions.json @@ -2,7 +2,9 @@ "pattern_name": "Dexterity-Based Actions", "description": "Actions whose success or failure depends on some form of dexterity, in most cases, eye-hand coordination.", "content": [ - "[[Dexterity-Based Actions]] are those actions whose effects are determined by how the player physically performs them. The effects of the actions do not have to be directly connected to what the player is manipulating for actions to be dexterous: billiards and computer games are examples of how games can be manipulated through indirect control." + "[[Dexterity-Based Actions]] are those actions whose effects are determined by how the player physically performs them. The effects of the actions do not have to be directly connected to what the player is manipulating for actions to be dexterous: billiards and computer games are examples of how games can be manipulated through indirect control.", + "Example: Most sports require skillful [[Dexterity-Based Actions]] as part of [[Game Mastery]], and this is often used to define what a sport is. The question of whether Chess is a sport shows that this definition is not fully accepted by everyone.", + "Example: Moving [[Avatars]] in first-person shooters can be seen as a [[Dexterity-Based Action]], since players can get feedback quickly enough to feel immersed in the virtual environment." ], "using_the_pattern": [ "[[Dexterity-Based Actions]] are present in both traditional games and computer games, but are mediated in computer games. However, they must be [[Real-Time Games]], and response times from computer systems can affect [[Dexterity-Based Actions]] negatively; if actions take much time before they are enacted---typically above 100 milliseconds---they do not seem to be the immediate effect of player actions and thereby do not seem to be [[Dexterity-Based Actions]]. This can somewhat be mitigated with games that have few [[Surprises]] and either use [[Timing]] for single actions together with [[Progress Indicators]] or use [[Rhythm-Based Actions]] where the delays can be ignored for the internal rhythm that players can maintain.", @@ -44,102 +46,90 @@ ] }, "examples": [ - "Most sports require skillful Dexterity-Based Actions as part of Game Mastery, and this is often used to define what a sport is. The question of whether Chess is a sport shows that this definition is not fully accepted by everyone.", - "Moving Avatars in first-person shooters can be seen as a Dexterity-Based Action, since players can get feedback quickly enough to feel immersed in the virtual environment." + "Most sports require skillful [[Dexterity-Based Actions]] as part of [[Game Mastery]], and this is often used to define what a sport is. The question of whether Chess is a sport shows that this definition is not fully accepted by everyone.", + "Moving [[Avatars]] in first-person shooters can be seen as a [[Dexterity-Based Action]], since players can get feedback quickly enough to feel immersed in the virtual environment." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Spatial Immersion", - "file": "SpatialImmersion" - }, - { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Movement", - "file": "Movement" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Polyathlons", "file": "Polyathlons" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Movement", + "file": "Movement" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Surprises", + "file": "Surprises" + }, + { + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Combat", "file": "Combat" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Surprises", - "file": "Surprises" + "name": "First-Person Views", + "file": "First-PersonViews" }, { "name": "Maneuvering", "file": "Maneuvering" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Overcome", + "file": "Overcome" }, { "name": "Sensory-Motoric Immersion", "file": "Sensory-MotoricImmersion" }, { - "name": "Dexterity-Based Action", - "file": "Dexterity-BasedActions" - }, - { - "name": "Overcome", - "file": "Overcome" - }, - { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Third-Person Views", + "file": "Third-PersonViews" } ], "pattern_id": "Dexterity-BasedActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Dexterity-BasedActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Dice.json b/Dice.json index 6624dbb69d5380ec00db94b413b119c155722e97..cc2e421ec697f0eab62e0b7af0f11fa2c345f54a 100644 --- a/Dice.json +++ b/Dice.json @@ -32,40 +32,40 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Randomness", - "file": "Randomness" + "name": "Combat", + "file": "Combat" }, { - "name": "Skills", - "file": "Skills" + "name": "Luck", + "file": "Luck" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Skills", + "file": "Skills" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Randomness", + "file": "Randomness" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Combat", - "file": "Combat" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Luck", - "file": "Luck" + "name": "Focus Loci", + "file": "FocusLoci" } ], "pattern_id": "Dice", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Dice.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DiminishingReturns.json b/DiminishingReturns.json index b19596f948aef1e24149b9cadfee65f0cf829e06..4a261f815fb6793295ebcdbef196bf4082aa42a6 100644 --- a/DiminishingReturns.json +++ b/DiminishingReturns.json @@ -2,7 +2,9 @@ "pattern_name": "Diminishing Returns", "description": "The returns for similar investments decrease as the player progresses in the game.", "content": [ - "To encourage variation in gameplay, many games make player effort have less and less effect after a certain point. This reduction of usefulness in invested actions, [[Resources]], or even display of high skill levels are all indications of [[Diminishing Returns]] in the game design." + "To encourage variation in gameplay, many games make player effort have less and less effect after a certain point. This reduction of usefulness in invested actions, [[Resources]], or even display of high skill levels are all indications of [[Diminishing Returns]] in the game design.", + "Example: The potential gains of winning bidding sessions in games have diminishing returns that become more and more apparent the further the bidding session goes on.", + "Example: In many roleplaying games, raising skills and abilities require more experience points, or other types of investments, for the higher skill and ability levels." ], "using_the_pattern": [ "[[Diminishing Returns]] offer a way to modulate [[Rewards]] for [[Investments]] in addition to [[Geometric Rewards for Investments]] and [[Arithmetic Rewards for Investments]], and can be used to modulate these [[Reward]] schemes to achieve [[Player Balance]]. Implementing [[Diminishing Returns]] is simple by just making the [[Rewards]] associated with similar [[Investments]] smaller as the player progresses in the game. [[Diminishing Returns]] can also be used to limit the effectiveness of different means of [[Renewable Resources]] in games." @@ -43,56 +45,56 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Mule", + "file": "Mule" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Investments", + "file": "Investments" }, { - "name": "Skills", - "file": "Skills" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { "name": "Resources", "file": "Resources" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Investments", - "file": "Investments" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Mule", - "file": "Mule" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Skills", + "file": "Skills" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Balancing Effects", @@ -102,9 +104,9 @@ "pattern_id": "DiminishingReturns", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DiminishingReturns.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DirectInformation.json b/DirectInformation.json index a84348c6e44dfa8c9564a9c026ac21fd326c5891..1f2d6894c4583f32e612cb70f420532c15e67d6c 100644 --- a/DirectInformation.json +++ b/DirectInformation.json @@ -2,7 +2,8 @@ "pattern_name": "Direct Information", "description": "Players have access to information about the game state in the same format that the game state is stored", "content": [ - "Many games allow players to see the configuration of game elements, and their individual values, using the same syntax as the game state uses. The easiest examples are from non-computerized board games where physical game elements are used to store the game state. Card games also make use of [[Direct Information]] as players typically see their own cards and the cards that have been played but card games can also force players to communicate or gain information in indirect ways, e. g. bidding in Bridge." + "Many games allow players to see the configuration of game elements, and their individual values, using the same syntax as the game state uses. The easiest examples are from non-computerized board games where physical game elements are used to store the game state. Card games also make use of [[Direct Information]] as players typically see their own cards and the cards that have been played but card games can also force players to communicate or gain information in indirect ways, e. g. bidding in Bridge.", + "Example: Classical board games such as Go and Chess have their game state stored by the spatial relations of the physical game pieces and the board." ], "using_the_pattern": [ "[[Direct Information]] can easily be implemented by using tangible game elements to represent values in the game state; if the only way to manipulate the value is to manipulate the game element, information about it is automatically direct. Other ways of implementing [[Direct Information]] depend on how much information, and what kind of information, the game designer wants players to be able to give or receive. [[Social Interaction]] and [[Negotiation]] can allow players to freely choose the amount and type of information, and also allow them to use direct or [[Indirect Information]] as they wish or if they wish to mix them. [[Direct Information]] in these cases decreases the possibility of [[Bluffing]]. [[Bidding]] and [[Trading]] typically has a minimum set of information that needs to be communicated, typically number and kind of game elements although this can be expanded greatly or reduced to only a number of game elements.", @@ -53,56 +54,48 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Communication Channels", - "file": "CommunicationChannels" - }, - { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Perfect Information", + "file": "PerfectInformation" + }, + { + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Trading", "file": "Trading" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" - }, - { - "name": "Goal Indicators", - "file": "GoalIndicators" - }, - { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { "name": "Status Indicators", @@ -117,12 +110,20 @@ "file": "Clues" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Communication Channels", + "file": "CommunicationChannels" + }, + { + "name": "Perceivable Margins", + "file": "PerceivableMargins" + }, + { + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { "name": "Bluffing", @@ -136,9 +137,9 @@ "pattern_id": "DirectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DirectInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DiscardPiles.json b/DiscardPiles.json index ee0bcdad8d5b5fc3b962b1f3a0863e226ae63116..d1f832ec31e75f8556007e4c08a812fd7d079d65 100644 --- a/DiscardPiles.json +++ b/DiscardPiles.json @@ -29,6 +29,14 @@ "examples": [], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ + { + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" + }, + { + "name": "Stimulated Planning", + "file": "StimulatedPlanning" + }, { "name": "Memorizing", "file": "Memorizing" @@ -37,25 +45,17 @@ "name": "Tiles", "file": "Tiles" }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" - }, { "name": "Cards", "file": "Cards" - }, - { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" } ], "pattern_id": "DiscardPiles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DiscardPiles.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DisruptionofFocusedAttention.json b/DisruptionofFocusedAttention.json index 5497b6189643bef5f25ffebeaea82e676a2c14bb..883e6769d906043c05575b89833196af7badfd8d 100644 --- a/DisruptionofFocusedAttention.json +++ b/DisruptionofFocusedAttention.json @@ -2,7 +2,9 @@ "pattern_name": "Disruption of Focused Attention", "description": "That players' attention is forcefully moved from one aspect of the game to another.", "content": [ - "Players can often choose on what part of the game play in a game they want to focus their attention. When this focus is disrupted by events in the game, this is an event in itself called a [[Disruption of Focused Attention]]." + "Players can often choose on what part of the game play in a game they want to focus their attention. When this focus is disrupted by events in the game, this is an event in itself called a [[Disruption of Focused Attention]].", + "Example: being shot in first-person shooters is usually indicated by parts of the player's view being tinted red.", + "Example: the effect of activating buttons in adventure games or first-person shooters can be shown by short cut scenes. They can show areas currently not observed by the players and can thereby focus their attention on areas that would otherwise go unnoticed." ], "using_the_pattern": [ "Designed [[Disruption of Focused Attention]] events are primarily used in games to increase [[Game State Overview]] or affect the [[Right Level of Difficulty]].", @@ -47,72 +49,72 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Enemies", - "file": "Enemies" - }, - { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Game State Overview", + "file": "GameStateOverview" + }, + { + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { "name": "Immersion", "file": "Immersion" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Alarms", + "file": "Alarms" } ], "pattern_id": "DisruptionofFocusedAttention", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DisruptionofFocusedAttention.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Downtime.json b/Downtime.json index 38da7beaa42d9831d2cb5276857dd40614791f21..fe256b75c1868a41a6052852067be0d01c324f7d 100644 --- a/Downtime.json +++ b/Downtime.json @@ -2,7 +2,10 @@ "pattern_name": "Downtime", "description": "The player cannot directly affect the outcome of the game for a period of time.", "content": [ - "Whenever players cannot actively work towards achieving a goal, they experience [[Downtime]]. This does not mean they cannot do anything in the game; one may be able to move within a limited area without being able to affect the outcome. Neither does it have to automatically occur because players cannot affect the game state; as long as one is planning future actions, one is not having [[Downtime]]." + "Whenever players cannot actively work towards achieving a goal, they experience [[Downtime]]. This does not mean they cannot do anything in the game; one may be able to move within a limited area without being able to affect the outcome. Neither does it have to automatically occur because players cannot affect the game state; as long as one is planning future actions, one is not having [[Downtime]].", + "Example: Waiting for one's opponent to move a piece in Chess when one has finished one's own planning.", + "Example: Players that have [[Avatars]] killed in a Counter-Strike game do not have them respawned and have to wait as spectators until the next match begins.", + "Example: Many team-based multiplayer first-person shooters, for example Team Fortress Classic or Return to Castle Wolfenstein: Enemy Territories, have a certain amount of time where players can move their [[Avatar]] in the game environment before the game begins. This time, which allows more players to be logged on at the beginning of the actual game, cannot be used to affect the outcome of the game with the exception of minor differences in starting position." ], "using_the_pattern": [ "[[Downtime]] is a difficult pattern to explicitly design for since the cause of [[Downtime]] depends heavily on the players doing action in the game, the current game state, and the subjective opinion of the players experiencing the [[Downtime]]. However, the amount of [[Downtime]] in a game can usually be restricted by achieving the [[Right Level of Difficulty]] or giving players [[Limited Planning Ability]], for example limiting [[Analysis Paralysis]] through [[Limited Resources]]. [[Dedicated Game Facilitators]], especially [[Game Masters]], can observe [[Downtime]] among players and stop it by giving players opportunities---or forcing them---to act. However, these game facilitators can also force [[Downtime]] upon players. When the right level of [[Downtime]] is achieved, the pattern can support several other patterns, for example, [[Anticipation]] or [[Penalties]].", @@ -74,186 +77,178 @@ }, "examples": [ "Waiting for one's opponent to move a piece in Chess when one has finished one's own planning.", - "Players that have Avatars killed in a Counter-Strike game do not have them respawned and have to wait as spectators until the next match begins.", - "Many team-based multiplayer first-person shooters, for example Team Fortress Classic or Return to Castle Wolfenstein: Enemy Territories, have a certain amount of time where players can move their Avatar in the game environment before the game begins. This time, which allows more players to be logged on at the beginning of the actual game, cannot be used to affect the outcome of the game with the exception of minor differences in starting position." + "Players that have [[Avatars]] killed in a Counter-Strike game do not have them respawned and have to wait as spectators until the next match begins.", + "Many team-based multiplayer first-person shooters, for example Team Fortress Classic or Return to Castle Wolfenstein: Enemy Territories, have a certain amount of time where players can move their [[Avatar]] in the game environment before the game begins. This time, which allows more players to be logged on at the beginning of the actual game, cannot be used to affect the outcome of the game with the exception of minor differences in starting position." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Tension", + "file": "Tension" + }, + { + "name": "Single-Player Games", + "file": "Single-PlayerGames" + }, + { + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Unknown Goals", "file": "UnknownGoals" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Synchronous Games", + "file": "SynchronousGames" + }, + { + "name": "Spectators", + "file": "Spectators" }, { - "name": "Avatar", - "file": "Avatars" + "name": "Extended Actions", + "file": "ExtendedActions" }, { "name": "Game Pauses", "file": "GamePauses" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Tension", - "file": "Tension" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Player Killing", + "file": "PlayerKilling" }, { "name": "Damage", "file": "Damage" }, { - "name": "Ability Losses", - "file": "AbilityLosses" - }, - { - "name": "Immersion", - "file": "Immersion" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { "name": "Tick-Based Games", "file": "Tick-BasedGames" - }, - { - "name": "Multiplayer Games", - "file": "MultiplayerGames" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" - }, - { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" - }, - { - "name": "Penalties", - "file": "Penalties" } ], "pattern_id": "Downtime", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Downtime.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DrawingStacks.json b/DrawingStacks.json index d30e2f1150074c545daf6ef22b300224b0845af7..a1e08a79ad93de31c46b7d4ad0814195365e9543 100644 --- a/DrawingStacks.json +++ b/DrawingStacks.json @@ -2,7 +2,8 @@ "pattern_name": "Drawing Stacks", "description": "A Drawing Stack is the collection of cards or tiles that are drawn in sequence by the players.", "content": [ - "[[Drawing Stacks]] are used in card games that do not distribute all cards or tiles to the players at the beginning of the game." + "[[Drawing Stacks]] are used in card games that do not distribute all cards or tiles to the players at the beginning of the game.", + "Example: A special case can be found in collectable card games, such as Magic: The Gathering, where players get to construct their own [[Drawing Stacks]] before the gameplay begins." ], "using_the_pattern": [ "Although [[Drawing Stacks]] are most commonly used for [[Cards]] they can also be used for [[Tiles]], and then most often to introduce [[Randomness]] into [[Tile-Laying]]. Multiple [[Drawing Stacks]] can be used to allow the players to perceive a chance of [[Luck]] as well as making it easier to judge the individual sizes of the stacks. If certain categories of the [[Cards]] or [[Tiles]] are specially marked, multiple stacks may also be used to distinguish these and let players choose within which subset of [[Cards]] or [[Tiles]] they draw. A special case of having additional [[Drawing Stacks]] is to use drafting, i. e. by having some [[Cards]] or [[Tiles]] placed openly beside the [[Drawing Stack]], which can be chosen instead of the topmost items from the stack.", @@ -27,7 +28,7 @@ "Potentially conflicting with": [] }, "examples": [ - "A special case can be found in collectable card games, such as Magic: The Gathering, where players get to construct their own Drawing Stacks before the gameplay begins." + "A special case can be found in collectable card games, such as Magic: The Gathering, where players get to construct their own [[Drawing Stacks]] before the gameplay begins." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ @@ -36,32 +37,28 @@ "file": "Tile-Laying" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Container", + "file": "Container" }, { "name": "Tiles", "file": "Tiles" }, { - "name": "Cards", - "file": "Cards" - }, - { - "name": "Drawing Stacks", - "file": "DrawingStacks" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Container", - "file": "Container" + "name": "Cards", + "file": "Cards" } ], "pattern_id": "DrawingStacks", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DrawingStacks.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DynamicAlliances.json b/DynamicAlliances.json index c897599cda906b51664ab4c68f44db4fae7bbafe..e7b6dc0e946e079c97e705d1e4e62a5cd3d46930 100644 --- a/DynamicAlliances.json +++ b/DynamicAlliances.json @@ -2,7 +2,8 @@ "pattern_name": "Dynamic Alliances", "description": "The alliances are dynamic in nature, that is, new alliances can be created, old alliances can die out and the characteristics, especially the player composition, of an alliance can change during the game play.", "content": [ - "Many games have [[Alliances]] which are stable throughout the whole game instance or even between several game instances that as is the case with, for example, most team sports. Some games, however, have [[Alliances]] that can change over time depending on the game situation. As stated in the [[Alliance]] pattern, the characteristics that can change are the rules of conduct, the agenda and the player composition. It is common that the player composition of an [[Alliance]] can change over time but there are also cases where the rules of conduct or the agenda change while the player composition stays the same. Perhaps the most common [[Dynamic Alliances]] in strategy games are based on two players agreeing to have peaceful relations. These kinds of alliances usually end when one of the players brutally attacks the other player regardless of the previous agreement." + "Many games have [[Alliances]] which are stable throughout the whole game instance or even between several game instances that as is the case with, for example, most team sports. Some games, however, have [[Alliances]] that can change over time depending on the game situation. As stated in the [[Alliance]] pattern, the characteristics that can change are the rules of conduct, the agenda and the player composition. It is common that the player composition of an [[Alliance]] can change over time but there are also cases where the rules of conduct or the agenda change while the player composition stays the same. Perhaps the most common [[Dynamic Alliances]] in strategy games are based on two players agreeing to have peaceful relations. These kinds of alliances usually end when one of the players brutally attacks the other player regardless of the previous agreement.", + "Example: in Diplomacy the [[Alliances]] change and shift depending on the game situation. First, Italy can be in the same [[Alliance]] as Turkey and France against the naval power of Great Britain, but later when France starts a war with Germany both Great Britain and Italy make a secret pact to attack France after she has moved her armies to the German border." ], "using_the_pattern": [ "In order to have [[Dynamic Alliances]], of course, there has to be the basic possibility of having [[Alliances]] at all. These [[Alliances]] can range from short-term, such as performing a [[Collaborative Action]] with immediate consequences or resolving a [[Player-Decided Distribution of Rewards & Penalties]], or be long-term possibly lasting for entire game sessions. In addition, [[Dynamic Alliances]] require mechanisms for creating and removing [[Alliances]] and changing the characteristics during the game, usually in the form of [[Negotiation]] between the players.", @@ -45,97 +46,93 @@ "Potentially conflicting with": [] }, "examples": [ - "in Diplomacy the Alliances change and shift depending on the game situation. First, Italy can be in the same Alliance as Turkey and France against the naval power of Great Britain, but later when France starts a war with Germany both Great Britain and Italy make a secret pact to attack France after she has moved her armies to the German border." + "in Diplomacy the [[Alliances]] change and shift depending on the game situation. First, Italy can be in the same [[Alliance]] as Turkey and France against the naval power of Great Britain, but later when France starts a war with Germany both Great Britain and Italy make a secret pact to attack France after she has moved her armies to the German border." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Safe Havens", - "file": "SafeHavens" - }, - { - "name": "Alliance", - "file": "Alliances" + "name": "Score", + "file": "Score" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Penalties", + "file": "Penalties" }, { "name": "Competition", "file": "Competition" }, { - "name": "Team Development", - "file": "TeamDevelopment" - }, - { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { "name": "Team Play", "file": "TeamPlay" }, { - "name": "Negotiation", - "file": "Negotiation" - }, - { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Score", - "file": "Score" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Last Man Standing", "file": "LastManStanding" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Role Reversal", + "file": "RoleReversal" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" + }, + { + "name": "Team Development", + "file": "TeamDevelopment" + }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "DynamicAlliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DynamicAlliances.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/DynamicGoalCharacteristics.json b/DynamicGoalCharacteristics.json index 2bf5856409be38d82a4b4dfcc7d5759cf9244ad4..d807e9990f1f8ab935495aaa092ae85fd2cc6f3d 100644 --- a/DynamicGoalCharacteristics.json +++ b/DynamicGoalCharacteristics.json @@ -3,7 +3,10 @@ "description": "Certain characteristics of the goals, usually the information available to the players, change during gameplay.", "content": [ "Many games have goals whose requirements change from the players' perspective during gameplay. There are two kinds of changes through which this can occur: either the players gain more information about the requirements or the requirements change. The first case is common in adventure and roleplaying games. In this case, the player may first know only the final goal, e. g., defeat the evil overlord without knowing how this is possible, and the subgoals that make the goal possible are gradually revealed to the player during gameplay. A common way to change the requirements of goals is to define the goals using variables of the game state. Winning most ball sports can be defined as having a higher score than the other team, making the goal definition depend on the other team's score.", - "The use of [[Dynamic Goal Characteristics]] to describe a goal can in many games also be done by defining a static high-level goal, which starts with one subgoal and whenever that subgoal is completed, generates a new subgoal that has the same general structure as the previous subgoal. Which in the better description depends on the level of detail needed and on the purpose of the description: the former may for example be simpler to use when explaining the rules to someone that is going to play a game, while the latter may be easier to implement in program code." + "The use of [[Dynamic Goal Characteristics]] to describe a goal can in many games also be done by defining a static high-level goal, which starts with one subgoal and whenever that subgoal is completed, generates a new subgoal that has the same general structure as the previous subgoal. Which in the better description depends on the level of detail needed and on the purpose of the description: the former may for example be simpler to use when explaining the rules to someone that is going to play a game, while the latter may be easier to implement in program code.", + "Example: In the roleplaying game Neverwinter Nights, part of the overall goal at the start is to perform a complicated ritual with several non-player characters. When the ritual is finally performed, it turns out that one of the characters doing the ritual is a traitor, and then another goal is revealed to the player: defeat the traitor.", + "Example: Many children's games, such as Tag and [[King of the Hill]], can either be described as using [[Dynamic Goal Characteristics]] or having a static high-level goal with subgoals that switch from avoiding one person to avoiding another person (or being the hunter) in Tag and from defense to offense in [[King of the Hill]].", + "Example: The card game Fluxx has the current winning goal represented by a played card. Although the game can be said to have the static goal of fulfilling the goal card criteria, the specific winning goal changes as soon as a player plays a new goal card." ], "using_the_pattern": [ "The main design choice for using [[Dynamic Goal Characteristics]] is, of course, to choose what characteristics of the goal are going to be dynamic. As mentioned previously, changing the information related to a goal is often used in adventure games and that [[Role Reversal]] is perhaps one of the most common ways to instantiate [[Dynamic Goal Characteristics]]. Another common way is to have an [[Eliminate]] goal related to a certain kind of a game element but having a [[Resource Generator]] that generates the actual element.", @@ -36,66 +39,58 @@ }, "examples": [ "In the roleplaying game Neverwinter Nights, part of the overall goal at the start is to perform a complicated ritual with several non-player characters. When the ritual is finally performed, it turns out that one of the characters doing the ritual is a traitor, and then another goal is revealed to the player: defeat the traitor.", - "Many children's games, such as Tag and King of the Hill, can either be described as using Dynamic Goal Characteristics or having a static high-level goal with subgoals that switch from avoiding one person to avoiding another person (or being the hunter) in Tag and from defense to offense in King of the Hill.", + "Many children's games, such as Tag and [[King of the Hill]], can either be described as using [[Dynamic Goal Characteristics]] or having a static high-level goal with subgoals that switch from avoiding one person to avoiding another person (or being the hunter) in Tag and from defense to offense in [[King of the Hill]].", "The card game Fluxx has the current winning goal represented by a played card. Although the game can be said to have the static goal of fulfilling the goal card criteria, the specific winning goal changes as soon as a player plays a new goal card." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Unknown Goals", + "file": "UnknownGoals" + }, + { + "name": "Role Reversal", + "file": "RoleReversal" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Collection", - "file": "Collection" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Perceivable Margins", - "file": "PerceivableMargins" - }, - { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" - }, - { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Collection", + "file": "Collection" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Excluding Goals", + "file": "ExcludingGoals" } ], "pattern_id": "DynamicGoalCharacteristics", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "DynamicGoalCharacteristics.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/EarlyElimination.json b/EarlyElimination.json index 94e32b4b988040d2a7d4ed1d93adb023beb18fad..8d3f0eb800604371d366fcfcf35dddba9272cfde 100644 --- a/EarlyElimination.json +++ b/EarlyElimination.json @@ -2,7 +2,9 @@ "pattern_name": "Early Elimination", "description": "There is a possibility that a player's game session may finish before the other players.", "content": [ - "[[Early Elimination]] is usually considered to be an unwanted feature in multiplayer games with long play time, especially in the case of face to face board or card games, as the eliminated player remains outside the play for the rest of the game instance." + "[[Early Elimination]] is usually considered to be an unwanted feature in multiplayer games with long play time, especially in the case of face to face board or card games, as the eliminated player remains outside the play for the rest of the game instance.", + "Example: it is possible, although quite rare, to eliminate one of the players in Magic: The Gathering in the early phases of the game instance.", + "Example: in Counter-Strike the players can be killed in very early phases of the game round and they remain outside the play for the rest of the round. Some configurations of Counter-Strike, however, allow the eliminated players to observe what is happening during the game." ], "using_the_pattern": [ "[[Early Elimination]] requires that there is [[Player Elimination]] in the first place. An easy way to introduce [[Early Elimination]] is to make the possibilities to complete [[Eliminate]] goals present from the beginning of gameplay. For example, in Counter-Strike one well-placed shot from the enemy is all it takes to [[Eliminate]] a player. The available actions do not have to instantly [[Eliminate]] players. The same can be achieved if the effects of harmful actions can be stacked or accumulated in a short time in such way that the player is taken out of the game.", @@ -42,13 +44,21 @@ "file": "PlayerElimination" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Spectators", + "file": "Spectators" + }, + { + "name": "Spawning", + "file": "Spawning" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, + { + "name": "Time Limits", + "file": "TimeLimits" + }, { "name": "Downtime", "file": "Downtime" @@ -56,22 +66,14 @@ { "name": "Tension", "file": "Tension" - }, - { - "name": "Spectators", - "file": "Spectators" - }, - { - "name": "Spawning", - "file": "Spawning" } ], "pattern_id": "EarlyElimination", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "EarlyElimination.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/EasterEggs.json b/EasterEggs.json index ea8ba512102da74a4ba6861196caefec28f91d09..69a95242b5fecfccaeca22e1e45833531ffd76cb 100644 --- a/EasterEggs.json +++ b/EasterEggs.json @@ -2,7 +2,10 @@ "pattern_name": "Easter Eggs", "description": "Surprises in the game that are not related to the game.", "content": [ - "[[Easter Eggs]] are surprises put in games that do not necessarily advance the game story or even fit within the reality of the [[Game World]]. The design of [[Easter Eggs]] started as programmers' and game designers' ways of protesting against management but soon turned into a gameplay value, encouraging exploration and people to replay the games." + "[[Easter Eggs]] are surprises put in games that do not necessarily advance the game story or even fit within the reality of the [[Game World]]. The design of [[Easter Eggs]] started as programmers' and game designers' ways of protesting against management but soon turned into a gameplay value, encouraging exploration and people to replay the games.", + "Example: The first documented [[Easter Egg]] was the text \"Created by Robinett.\" in Adventure put there by the programmer Warren Robinett. To find it, players had first to find a single dot object that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This dot then had to be carried to a specific wall to let the players enter a secret room which contained the message.", + "Example: Super Mario Bros. included entire levels as [[Easter Eggs]], including an underwater world that was seemingly endless.", + "Example: The whole gameManiac Mansion is included as an [[Easter Egg]] in its sequel Day of the Tentacle." ], "using_the_pattern": [ "Designing [[Easter Eggs]] includes choosing where in the [[Game World]] they exist, what they contain, creating possible [[Clues]] to ease finding them, and making sure they are [[Optional Goals]]. Typical contents of [[Easter Eggs]] include [[Games within Games]] or [[Resources]] to modulate the [[Right Level of Difficulty]]. The use of [[Games within Games]] and other [[Easter Eggs]] that effectively change the mode of play may be more suitable in [[Single-Player Games]], since there is no need to try and synchronize and explain changes of play mode in these types of games." @@ -36,79 +39,71 @@ ] }, "examples": [ - "The first documented Easter Egg was the text \"Created by Robinett.\" in Adventure put there by the programmer Warren Robinett. To find it, players had first to find a single dot object that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This dot then had to be carried to a specific wall to let the players enter a secret room which contained the message.", - "Super Mario Bros. included entire levels as Easter Eggs, including an underwater world that was seemingly endless.", - "The whole gameManiac Mansion is included as an Easter Egg in its sequel Day of the Tentacle." + "The first documented [[Easter Egg]] was the text \"Created by Robinett.\" in Adventure put there by the programmer Warren Robinett. To find it, players had first to find a single dot object that had the same color as the background of the game and was located in a room that was inaccessible unless you used a special bridge. This dot then had to be carried to a specific wall to let the players enter a secret room which contained the message.", + "Super Mario Bros. included entire levels as [[Easter Eggs]], including an underwater world that was seemingly endless.", + "The whole gameManiac Mansion is included as an [[Easter Egg]] in its sequel Day of the Tentacle." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Exploration", - "file": "Exploration" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, { - "name": "Easter Egg", - "file": "EasterEggs" + "name": "Clues", + "file": "Clues" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Clues", - "file": "Clues" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Resources", - "file": "Resources" + "name": "Surprises", + "file": "Surprises" }, { "name": "Optional Goals", "file": "OptionalGoals" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Resources", + "file": "Resources" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "EasterEggs", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "EasterEggs.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Eliminate.json b/Eliminate.json index 91ce285ecb4dbdd539ac26e460be50d7ec86b63f..c4f4777749ca3deb3265d9991ba8f547bc6b7ddd 100644 --- a/Eliminate.json +++ b/Eliminate.json @@ -2,7 +2,10 @@ "pattern_name": "Eliminate", "description": "Eliminate is the goal to remove a game element from its location in the game space.", "content": [ - "Games may offer the removal of game elements for several reasons: the game elements may hinder actions, may pose a threat to the player goals, or their removal may simply be a goal in itself that is rewarded. The removal of game elements is not necessarily permanent; the board game Ludo lets players reinsert taken pieces, and many multiplayer first-person shooters let people spawn again after being killed, both as ways to allow the same number of [[Avatars]] or game elements in the game for as long as the game continues." + "Games may offer the removal of game elements for several reasons: the game elements may hinder actions, may pose a threat to the player goals, or their removal may simply be a goal in itself that is rewarded. The removal of game elements is not necessarily permanent; the board game Ludo lets players reinsert taken pieces, and many multiplayer first-person shooters let people spawn again after being killed, both as ways to allow the same number of [[Avatars]] or game elements in the game for as long as the game continues.", + "Example: In Backgammon, a single opponent's piece is removed from play when taken, but the piece can be brought back to the game later.", + "Example: Counter-Strike differs from many first-person shooters in that players who are killed are eliminated for the remainder of the match.", + "Example: The single-player puzzle game Peg Solitaire consists of eliminating all game elements from the game board save one." ], "using_the_pattern": [ "The main consideration when employing [[Eliminate]] is choosing what game element can be eliminated. The goal object is usually, but not necessarily, a game element that is controlled by another player or the game system, making [[Eliminate]] become a subpattern of [[Overcome]]. Common [[Eliminate]] goals are to destroy [[Resource Generators]] or to defeat [[Boss Monsters]] in order to advance to the next [[Level]]. The goal to [[Eliminate]] can easily be made into a [[Hierarchy of Goals]] by using [[Damage]] so that several successful actions must be performed before the goal is completed.", @@ -54,93 +57,93 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ + { + "name": "Contact", + "file": "Contact" + }, { "name": "Player Elimination", "file": "PlayerElimination" }, + { + "name": "Combat", + "file": "Combat" + }, + { + "name": "Units", + "file": "Units" + }, { "name": "Consumers", "file": "Consumers" }, { - "name": "Survive", - "file": "Survive" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Conflict", - "file": "Conflict" - }, - { - "name": "Units", - "file": "Units" + "name": "Survive", + "file": "Survive" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { "name": "Capture", "file": "Capture" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Damage", - "file": "Damage" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Combat", - "file": "Combat" + "name": "Resource Generators", + "file": "ResourceGenerators" + }, + { + "name": "Bidding", + "file": "Bidding" }, { "name": "Evade", "file": "Evade" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Damage", + "file": "Damage" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { "name": "Last Man Standing", "file": "LastManStanding" - }, - { - "name": "Penalties", - "file": "Penalties" - }, - { - "name": "Contact", - "file": "Contact" - }, - { - "name": "Aim & Shoot", - "file": "Aim&Shoot" } ], "pattern_id": "Eliminate", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780202", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Eliminate.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/EmotionalImmersion.json b/EmotionalImmersion.json index c11124bbd9244a84de2776bad380b6a2862d1988..3d4d4a8f7b5a85700e3bd9381092f4eb29210540 100644 --- a/EmotionalImmersion.json +++ b/EmotionalImmersion.json @@ -2,7 +2,9 @@ "pattern_name": "Emotional Immersion", "description": "Being emotionally affected by the events that occur in a game.", "content": [ - "Games can raise strong emotions in players. This can be because the stories present in the games, but just as likely because of emotional investments players have in the outcome of the game or characters they have created." + "Games can raise strong emotions in players. This can be because the stories present in the games, but just as likely because of emotional investments players have in the outcome of the game or characters they have created.", + "Example: the appeal of story-driven games such as Myst lies primarily in the emotional intensity players receive by the unfolding of the story through their actions and the exploration of the game world.", + "Example: the darkness, loneliness and threat of violence are the primary ingredients in setting the mood in games such as the Doom series." ], "using_the_pattern": [ "[[Emotional Immersion]] can be created in games both through the possibility of [[Rewards]] and [[Penalties]] and through performed actions. [[Rewards]] typically give short burst of [[Emotional Immersion]] when they are received, besides any [[Anticipation]] players have, while [[Penalties]] also can give short peaks of immersion when they occur but typically give continuous [[Tension]] as long as the possibility for the [[Penalties]] exist. For actions, [[Emotional Immersion]] can be created in games regardless of whether they affect the game state or not.", @@ -82,189 +84,189 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "God Views", - "file": "GodViews" - }, - { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Handles", - "file": "Handles" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Characters", - "file": "Characters" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Tension", "file": "Tension" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Handles", + "file": "Handles" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Ownership", "file": "Ownership" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Empowerment", + "file": "Empowerment" + }, + { + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Resources", + "file": "Resources" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Lives", + "file": "Lives" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Characters", + "file": "Characters" }, { - "name": "Lives", - "file": "Lives" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Clues", + "file": "Clues" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Betting", + "file": "Betting" }, { "name": "Roleplaying", "file": "Roleplaying" }, { - "name": "Identification", - "file": "Identification" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Resources", - "file": "Resources" + "name": "Identification", + "file": "Identification" }, { - "name": "Clues", - "file": "Clues" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Penalties", - "file": "Penalties" + "name": "God Views", + "file": "GodViews" }, { "name": "Bluffing", "file": "Bluffing" }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" + }, { "name": "Indirect Information", "file": "IndirectInformation" @@ -273,9 +275,9 @@ "pattern_id": "EmotionalImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "EmotionalImmersion.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Empowerment.json b/Empowerment.json index c531a595fc84583dc9ec5230bd1f142778085c2c..cd7e294945e5fc66bebaa3527c4db5538d529a12 100644 --- a/Empowerment.json +++ b/Empowerment.json @@ -2,7 +2,9 @@ "pattern_name": "Empowerment", "description": "Players feel that they can affect the events and the final outcome of a game.", "content": [ - "Games let players make choices or perform actions that can affect the outcome of the game. This possibility to have an influence over what happens is a form of power and gives players a feeling of [[Empowerment]] simply by playing games. Playing a game can thereby be seen as an agreement among all players to give each other clearly defined powers within a game session that are described by the rules of the game. However, this [[Empowerment]] is bounded by the rules of the game and the wills and actions of other players, so the level of [[Empowerment]] depends upon the specific game design of a game and upon who the other players are." + "Games let players make choices or perform actions that can affect the outcome of the game. This possibility to have an influence over what happens is a form of power and gives players a feeling of [[Empowerment]] simply by playing games. Playing a game can thereby be seen as an agreement among all players to give each other clearly defined powers within a game session that are described by the rules of the game. However, this [[Empowerment]] is bounded by the rules of the game and the wills and actions of other players, so the level of [[Empowerment]] depends upon the specific game design of a game and upon who the other players are.", + "Example: Gaining new weapons in first-person shooters or gaining access to new units in real-time strategy games empowers players either by letting them perform actions they could not perform before or by making their actions have more powerful effects.", + "Example: roleplaying games allow players the highest levels of [[Empowerment]], as players and game masters can construct entire worlds, invent and play out stories within them, and change the rules to fit the participants of the game." ], "using_the_pattern": [ "[[Empowerment]] can be designed in games both as being present from the start of gameplay and as something that grows as players complete goals.", @@ -55,133 +57,129 @@ }, "examples": [ "Gaining new weapons in first-person shooters or gaining access to new units in real-time strategy games empowers players either by letting them perform actions they could not perform before or by making their actions have more powerful effects.", - "roleplaying games allow players the highest levels of Empowerment, as players and game masters can construct entire worlds, invent and play out stories within them, and change the rules to fit the participants of the game." + "roleplaying games allow players the highest levels of [[Empowerment]], as players and game masters can construct entire worlds, invent and play out stories within them, and change the rules to fit the participants of the game." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Empowerment", - "file": "Empowerment" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Converters", - "file": "Converters" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Converters", + "file": "Converters" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Producers", - "file": "Producers" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Producers", + "file": "Producers" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "Empowerment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Empowerment.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Enclosure.json b/Enclosure.json index 3d65a9d83b97b110186e8ef1d7842d7091d24eb4..7a05361f894051383cf7ed8e611b93b3aabb02b7 100644 --- a/Enclosure.json +++ b/Enclosure.json @@ -3,7 +3,9 @@ "description": "Enclosure is the surrounding of game elements by a continuous line or wall.", "content": [ "The oldest, and perhaps best known, example of [[Enclosure]] is Go, the classic oriental board game, where the opponent's enclosed stones are removed from the board. Digital games also use [[Enclosure]] for capturing: in Taito's Qix game elements are captured and removed from play by enclosing them in the smaller of the two subdivisions that are created whenever the player completes a line between two parts of the game edge.", - "The goal can be also be to avoid being enclosed. Classic examples of this the lightcycle game in Tron, where the players try to enclose the other player while not getting enclosed themselves. Nibbler and Snake are examples where avoiding the [[Enclosure]] lets players survive to pursue the primary goal of eating." + "The goal can be also be to avoid being enclosed. Classic examples of this the lightcycle game in Tron, where the players try to enclose the other player while not getting enclosed themselves. Nibbler and Snake are examples where avoiding the [[Enclosure]] lets players survive to pursue the primary goal of eating.", + "Example: Loop, by gameLab, is an example of how [[Enclosure]] can be a visually very strong element. In this game there are several butterflies of different color fluttering around the screen. The player's task is to enclose butterflies of the same color by drawing a loop with a mouse around two or more butterflies of the same color. The player can also enclose three or more butterflies if each of them is of a different color.", + "Example: The board game Carcassonne (Klaus-J�rgen Wrede 2000) is a clear example of using [[Enclosure]] in a couple of different ways: the building of towns where rewards are not given until the town walls enclose the area inside; cloisters that have to be surrounding by tiles to give points; and fields that may be enclosed to guarantee control." ], "using_the_pattern": [ "[[Enclosure]] is a pattern that offers clear visual indications that can be used to signify the completion of [[Gain Ownership]] goals. As [[Enclosures]] require that the parts constituting the enclosure are connected, the [[Game World]] of a game with the pattern must be design to support [[Connections]] between the parts.", @@ -26,26 +28,22 @@ "Potentially conflicting with": [] }, "examples": [ - "Loop, by gameLab, is an example of how Enclosure can be a visually very strong element. In this game there are several butterflies of different color fluttering around the screen. The player's task is to enclose butterflies of the same color by drawing a loop with a mouse around two or more butterflies of the same color. The player can also enclose three or more butterflies if each of them is of a different color.", - "The board game Carcassonne (Klaus-J�rgen Wrede 2000) is a clear example of using Enclosure in a couple of different ways: the building of towns where rewards are not given until the town walls enclose the area inside; cloisters that have to be surrounding by tiles to give points; and fields that may be enclosed to guarantee control." + "Loop, by gameLab, is an example of how [[Enclosure]] can be a visually very strong element. In this game there are several butterflies of different color fluttering around the screen. The player's task is to enclose butterflies of the same color by drawing a loop with a mouse around two or more butterflies of the same color. The player can also enclose three or more butterflies if each of them is of a different color.", + "The board game Carcassonne (Klaus-J�rgen Wrede 2000) is a clear example of using [[Enclosure]] in a couple of different ways: the building of towns where rewards are not given until the town walls enclose the area inside; cloisters that have to be surrounding by tiles to give points; and fields that may be enclosed to guarantee control." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Connection", - "file": "Connection" - }, { "name": "Configuration", "file": "Configuration" }, { - "name": "Capture", - "file": "Capture" + "name": "Connection", + "file": "Connection" }, { - "name": "Enclosure", - "file": "Enclosure" + "name": "Capture", + "file": "Capture" }, { "name": "Gain Ownership", @@ -55,9 +53,9 @@ "pattern_id": "Enclosure", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1781631", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Enclosure.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Enemies.json b/Enemies.json index 7025af9de9819c16e4ec18527855ed07ff12e208..f74ace14f56eeded394c6adb5409e4dd2cb87ecb 100644 --- a/Enemies.json +++ b/Enemies.json @@ -2,7 +2,9 @@ "pattern_name": "Enemies", "description": "Enemies are avatars and units that hinder the players trying to complete the goals.", "content": [ - "Many games have game elements that portray people or monsters that try and hinder players' goals. These [[Enemies]] can actively resist players' intentions through actions or they can be an explanation for challenges or obstacles in the [[Game World]]." + "Many games have game elements that portray people or monsters that try and hinder players' goals. These [[Enemies]] can actively resist players' intentions through actions or they can be an explanation for challenges or obstacles in the [[Game World]].", + "Example: With the exception of puzzles, most games include enemies. A typical example of an enemy, albeit initially unknown, is Ganon in The Legend of Zelda, whose defeat is the plot of the game.", + "Example: In Soul Calibur II, the combat opponents are straightforward [[Enemies]], which try to hinder the players' progress in the game." ], "using_the_pattern": [ "The primary design choice when defining [[Enemies]] is how players can [[Overcome]] or [[Evade]] them. There may be many ways to do this, which may change during gameplay, and players may have to complete several subgoals before having the chance to challenge the [[Enemies]] at all. Typical ways of overcoming [[Enemies]] are by Elimination (most often in the form of [[Aim & Shoot]]), by permanently making [[Interferable Goals]] impossible or by converting through succeeding with [[Gain Ownership]] goals. Games that provide many [[Enemies]] can give them different abilities to support [[Orthogonal Unit Differentiation]], and thereby [[Varied Gameplay]], or vary the environment in which these [[Enemies]] are encountered.", @@ -64,161 +66,157 @@ }, "examples": [ "With the exception of puzzles, most games include enemies. A typical example of an enemy, albeit initially unknown, is Ganon in The Legend of Zelda, whose defeat is the plot of the game.", - "In Soul Calibur II, the combat opponents are straightforward Enemies, which try to hinder the players' progress in the game." + "In Soul Calibur II, the combat opponents are straightforward [[Enemies]], which try to hinder the players' progress in the game." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Traverse", - "file": "Traverse" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Combat", + "file": "Combat" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Units", + "file": "Units" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Overcome", + "file": "Overcome" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Game Masters", - "file": "GameMasters" - }, - { - "name": "Avatars", - "file": "Avatars" - }, - { - "name": "Characters", - "file": "Characters" + "name": "Tension", + "file": "Tension" }, { - "name": "Skills", - "file": "Skills" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Tension", - "file": "Tension" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Levels", + "file": "Levels" }, { "name": "Competition", "file": "Competition" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Skills", + "file": "Skills" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Gain Ownership", "file": "GainOwnership" }, { - "name": "Agents", - "file": "Agents" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Units", - "file": "Units" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Levels", - "file": "Levels" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Conflict", + "file": "Conflict" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Combat", - "file": "Combat" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Evade", - "file": "Evade" + "name": "Characters", + "file": "Characters" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Alarms", + "file": "Alarms" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Identification", + "file": "Identification" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Evade", + "file": "Evade" }, { - "name": "Identification", - "file": "Identification" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Agents", + "file": "Agents" + }, + { + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "Enemies", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Enemies.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/EphemeralGoals.json b/EphemeralGoals.json index 87d36b136c3a3c309594c99220d3d4a55bc0294f..302be9437e5e9ad82764a59caa2ccd467c9e6561 100644 --- a/EphemeralGoals.json +++ b/EphemeralGoals.json @@ -2,7 +2,11 @@ "pattern_name": "Ephemeral Goals", "description": "Goals that have a dynamic existence, that is, they can appear and disappear during the gameplay; their appearance not necessarily known at the beginning of the game and their disappearance may not be due to their completion or them having become impossible.", "content": [ - "Not all goals of a game have to be rigidly predefined by the designer. Many games have goals that appear and disappear dynamically based on the flow of the game, sometimes generated randomly using templates. The defining characteristics of these [[Ephemeral Goals]] are that they become available to players during gameplay and can become unavailable independent of players' actions. These goals do not have to be linked to the main goals of a game, and when they are not linked let players choose between concentrating on one form or the others depending on their own preferences and the current requirements posed by the game state and other players." + "Not all goals of a game have to be rigidly predefined by the designer. Many games have goals that appear and disappear dynamically based on the flow of the game, sometimes generated randomly using templates. The defining characteristics of these [[Ephemeral Goals]] are that they become available to players during gameplay and can become unavailable independent of players' actions. These goals do not have to be linked to the main goals of a game, and when they are not linked let players choose between concentrating on one form or the others depending on their own preferences and the current requirements posed by the game state and other players.", + "Example: The collectable card game ShadowRun uses [[Ephemeral Goals]] in an explicit way. The players have to accomplish \"shadowruns,\" which are different types of missions or quests in a crime-infested cyberpunk world. The game unfolds by the players playing mission cards of different value on the table and the players can when it is their turn make the missions more difficult by playing obstacle cards on the mission.", + "Example: Dark Age of Camelot, and many other massively multiplayer online roleplaying games and multi-user dungeons use a different kind of [[Ephemeral Goal]] where the moderators of the game can inject new quests and tasks to the game while the game is being played.", + "Example: Grand Theft Auto 3 allows players to perform certain missions when they have acquired certain vehicles, e. g. taking taxi assignments when driving a taxi. The goals do not exist otherwise during gameplay and do not influence the main game except through rewards that change the amount of money the player has in the game.", + "Example: Many tabletop and computer roleplaying games use random encounters during the gameplay. These encounters are, as the name suggests, created randomly usually from a predefined set of characteristics. The most usual random encounter challenge still seems to be to defeat a group of wandering monsters or other enemies." ], "using_the_pattern": [ "The two main structural design choices to be made about [[Ephemeral Goals]] are first, when they should be introduced and, secondly, when they should disappear. The introduction of these goals can either be by using [[Randomness]] or by observing the current game state. The latter is especially used to catch pacing problems and most common in roleplaying games moderated by [[Game Masters]] since they can easily notice [[Downtime]] for players. In both cases the [[Ephemeral Goals]] are usually [[Unknown Goals]], either because their existence is unknown to players at the beginning of gameplay or because the exact nature of the goals, including when they will become known, is unknown.", @@ -50,104 +54,96 @@ ] }, "examples": [ - "The collectable card game ShadowRun uses Ephemeral Goals in an explicit way. The players have to accomplish \"shadowruns,\" which are different types of missions or quests in a crime-infested cyberpunk world. The game unfolds by the players playing mission cards of different value on the table and the players can when it is their turn make the missions more difficult by playing obstacle cards on the mission.", - "Dark Age of Camelot, and many other massively multiplayer online roleplaying games and multi-user dungeons use a different kind of Ephemeral Goal where the moderators of the game can inject new quests and tasks to the game while the game is being played.", + "The collectable card game ShadowRun uses [[Ephemeral Goals]] in an explicit way. The players have to accomplish \"shadowruns,\" which are different types of missions or quests in a crime-infested cyberpunk world. The game unfolds by the players playing mission cards of different value on the table and the players can when it is their turn make the missions more difficult by playing obstacle cards on the mission.", + "Dark Age of Camelot, and many other massively multiplayer online roleplaying games and multi-user dungeons use a different kind of [[Ephemeral Goal]] where the moderators of the game can inject new quests and tasks to the game while the game is being played.", "Grand Theft Auto 3 allows players to perform certain missions when they have acquired certain vehicles, e. g. taking taxi assignments when driving a taxi. The goals do not exist otherwise during gameplay and do not influence the main game except through rewards that change the amount of money the player has in the game.", "Many tabletop and computer roleplaying games use random encounters during the gameplay. These encounters are, as the name suggests, created randomly usually from a predefined set of characteristics. The most usual random encounter challenge still seems to be to defeat a group of wandering monsters or other enemies." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Alternative Reality", "file": "AlternativeReality" }, { - "name": "Ephemeral Goal", - "file": "EphemeralGoals" - }, - { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { "name": "Power-Ups", "file": "Power-Ups" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "EphemeralGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "EphemeralGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Evade.json b/Evade.json index 4fe3d43793ac70ebf9d33b5cbf74ee80b5f9f50b..b88fafbeb26bbab44cc1aaa3f8f830bda08158f0 100644 --- a/Evade.json +++ b/Evade.json @@ -2,7 +2,9 @@ "pattern_name": "Evade", "description": "This is the goal to avoid being captured or hit.", "content": [ - "Many elements in a game---for example, monsters, falling rocks, and bullet shots---are directly dangerous to the game elements controlled by players and are best avoided. This encourages players to try and [[Evade]] these or suffer the consequences." + "Many elements in a game---for example, monsters, falling rocks, and bullet shots---are directly dangerous to the game elements controlled by players and are best avoided. This encourages players to try and [[Evade]] these or suffer the consequences.", + "Example: Go gives an example of a turn-based game in which [[Evade]] occurs. When playing the game, players may have groups that will be captured unless they manage to [[Evade]] an enclosure constructed by another player.", + "Example: Pac-Man has the goal of avoiding the ghosts while collecting the yellow dots." ], "using_the_pattern": [ "Creating an [[Evade]] goal involves deciding what [[Enemies]] should to be evaded and what [[Penalties]] occur it the goal is not achieved, as typically [[Evade]] goals have no explicit [[Rewards]]. [[Evade]] goals can seldom be completed in themselves, with the exception of [[Evade]] goals with [[Time Limits]], but can often be completed by achieving another goal: that of completing an [[Excluding Goal]] to whatever goal causes the actions the player is trying to [[Evade]]. Examples of this are to shoot an enemy that is trying to shoot you or to deactivate a robot that is trying to kill you. The [[Penalty]] for failing to [[Evade]] something is closely related to the [[Reward]] of the [[Preventing Goal]], but usually means [[Damage]], the loss of a Life, or control of a [[Unit]] (possibly because another player completed [[Gain Ownership]] of the [[Unit]]). The [[Penalty]] can also be that the players are forced into [[Committed Goals]], where both succeeding and failing those goals can have negative consequences, for example, having to fight an innocent opponent to the death for having failed a [[Stealth]] goal.", @@ -45,7 +47,7 @@ "Potentially conflicting with": [] }, "examples": [ - "Go gives an example of a turn-based game in which Evade occurs. When playing the game, players may have groups that will be captured unless they manage to Evade an enclosure constructed by another player.", + "Go gives an example of a turn-based game in which [[Evade]] occurs. When playing the game, players may have groups that will be captured unless they manage to [[Evade]] an enclosure constructed by another player.", "Pac-Man has the goal of avoiding the ghosts while collecting the yellow dots." ], "label": "11. Game Design Patterns for Goals", @@ -55,84 +57,80 @@ "file": "Traverse" }, { - "name": "Eliminate", - "file": "Eliminate" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Capture", + "file": "Capture" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Enemies", + "file": "Enemies" }, { "name": "Aim & Shoot", "file": "Aim&Shoot" }, - { - "name": "Deadly Traps", - "file": "DeadlyTraps" - }, - { - "name": "Tension", - "file": "Tension" - }, { "name": "Movement", "file": "Movement" }, { - "name": "Units", - "file": "Units" - }, - { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Capture", - "file": "Capture" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { "name": "Damage", "file": "Damage" }, { - "name": "Lives", - "file": "Lives" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Evade", - "file": "Evade" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Time Limits", + "file": "TimeLimits" + }, + { + "name": "Units", + "file": "Units" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Lives", + "file": "Lives" + }, + { + "name": "Tension", + "file": "Tension" + }, + { + "name": "Puzzle Solving", + "file": "PuzzleSolving" } ], "pattern_id": "Evade", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780239", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Evade.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ExcludingGoals.json b/ExcludingGoals.json index e516d2bd0cd29f4f0723c92dbc2803e8fab2e7a8..122ffb01ac3827accbc6e5d6e8530c855aaaa4e4 100644 --- a/ExcludingGoals.json +++ b/ExcludingGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Excluding Goals", "description": "Completing an Excluding Goal makes the completion of other goals in the game meaningless or impossible.", "content": [ - "Some goals exist in relations to each other so that conditions required in the game state to fulfill one makes the completion of the others impossible. The two basic forms of [[Excluding Goals]] are based around collections of the same goal or collections of different goals. Racing is an example of several players having the same goal but only one can complete the goal. Collections of different goals can also be between different players but may also be goals that one player has and has to choose between." + "Some goals exist in relations to each other so that conditions required in the game state to fulfill one makes the completion of the others impossible. The two basic forms of [[Excluding Goals]] are based around collections of the same goal or collections of different goals. Racing is an example of several players having the same goal but only one can complete the goal. Collections of different goals can also be between different players but may also be goals that one player has and has to choose between.", + "Example: [[Races]] which do not allow tied results use [[Excluding Goals]]; the first player to finish the race makes the other players' goals invalid.", + "Example: Star Wars: Knights of the Old Republic is a single player adventure game, where finishing certain goals exclude other possible goals as the player character moves towards being good or evil." ], "using_the_pattern": [ "[[Excluding Goals]] can easily be created by taking one goal and constructing [[Preventing Goals]] aroundit. However, [[Excluding Goals]] do not have to be of a preventing nature, as [[Races]] and [[Overcome]] goals are examples of goals being excluding but not preventing. However, in these cases [[Excluding Goals]] have to use Tie-Breakers to ensure that only one player can have a certain position in the outcome of the game. Further, this requires that there must exist rules to determine the order in which the [[Excluding Goals]] exclude each other, typically the order in which they were completed but in some cases judged on how well goals were completed.", @@ -39,78 +41,70 @@ ] }, "examples": [ - "Races which do not allow tied results use Excluding Goals; the first player to finish the race makes the other players' goals invalid.", + "[[Races]] which do not allow tied results use [[Excluding Goals]]; the first player to finish the race makes the other players' goals invalid.", "Star Wars: Knights of the Old Republic is a single player adventure game, where finishing certain goals exclude other possible goals as the player character moves towards being good or evil." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Race", - "file": "Race" - }, - { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Competition", + "file": "Competition" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { "name": "Preventing Goals", "file": "PreventingGoals" }, { - "name": "Closure Points", - "file": "ClosurePoints" - }, - { - "name": "Competition", - "file": "Competition" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Conflict", + "file": "Conflict" }, { "name": "Overcome", "file": "Overcome" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Races", - "file": "Race" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Race", + "file": "Race" } ], "pattern_id": "ExcludingGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ExcludingGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Experimenting.json b/Experimenting.json index 7c78a1e6e51fbc33767912b0d3ab34a19c0f51f7..9b6f8a8eee1b15379d9ae88521bc1e58ea475025 100644 --- a/Experimenting.json +++ b/Experimenting.json @@ -2,7 +2,12 @@ "pattern_name": "Experimenting", "description": "Performing actions to learn how the rules of cause and effect work in a game.", "content": [ - "In all but the most simple of games, the complete consequences from actions performed are difficult to understand, but [[Experimenting]] can aid in understanding them. Actions may be tested for this reason simply because they have not been tested before if a player is willing to see a game session primarily as a learning period. Some games explicitly build experimenting into gameplay as puzzles. In these cases, the actions used to test possible solutions are usually reversible." + "In all but the most simple of games, the complete consequences from actions performed are difficult to understand, but [[Experimenting]] can aid in understanding them. Actions may be tested for this reason simply because they have not been tested before if a player is willing to see a game session primarily as a learning period. Some games explicitly build experimenting into gameplay as puzzles. In these cases, the actions used to test possible solutions are usually reversible.", + "Example: Gameplay in Mastermind consists of one player guessing the correct combination of colored pegs. As the chance for guessing correctly based only on luck is very small, successful gameplay requires that the player combines the results from different guesses to draw conclusions and uses the guesses as experiments.", + "Example: In Pontifex, players' goals are to build bridges and to learn how the physics model works. The players' have to experiment with how cable, joints, and metal beams interact.", + "Example: The computer game The Incredible Machine lets players use a limit set of objects such as pipes, bowling balls, cats, candles, ropes, and balloons to try and reach goal states by making the objects interact with each other in certain ways.", + "Example: The abstract game Zendo require players to set up arrangements of different colored pyramids to extrapolate the correct arrangement rules that a game master has decided to use for that particular game instance.", + "Example: Creating potions in Morrowind can be an experiment if the player is not an alchemist master, as not all effects of ingredients are known until one reaches that level." ], "using_the_pattern": [ "[[Experimenting]] is a form of [[Gain Information]] goal and as such requires [[Imperfect Information]]. The [[Imperfect Information]] can be about the fundamental rules of cause and effect in computer games, about the long-term consequences of actions, or about the game state. In the first two cases, gaining the [[Imperfect Information]] gives [[Strategic Knowledge]] about the [[Predictable Consequences]] in the game, while the last case can provide information about other players' game elements and tactics. The actual actions used in the [[Experimenting]] can be any; with [[Experimenting]], players learnabout the actions by performing them. However, it is especially common with [[Experimenting]] when doing [[Puzzle Solving]] , finding possible [[Combos]], or trying to find [[Achilles' Heels]] of [[Enemies]].", @@ -63,120 +68,120 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Tension", + "file": "Tension" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Tension", - "file": "Tension" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Combos", - "file": "Combos" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Reversability", + "file": "Reversability" }, { "name": "Competition", "file": "Competition" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Combos", + "file": "Combos" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { "name": "Illusionary Rewards", "file": "IllusionaryRewards" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Construction", + "file": "Construction" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Construction", - "file": "Construction" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "Experimenting", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Experimenting.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Exploration.json b/Exploration.json index 396f2545aa443b11b0c01f97f8a595945da424e5..882b11f191f20a7b0dbd3ce7652be0e9a61a1db9 100644 --- a/Exploration.json +++ b/Exploration.json @@ -2,7 +2,8 @@ "pattern_name": "Exploration", "description": "The goal of learning the layout of the Game World, or locating specific parts or objects in it.", "content": [ - "In games where the whole [[Game World]] is not know at the beginning of the game, it is often advantageous to try and acquire this knowledge during gameplay. Typically examples of this use of [[Exploration]] can be found in real-time strategy games, first-person shooters, and roleplaying games." + "In games where the whole [[Game World]] is not know at the beginning of the game, it is often advantageous to try and acquire this knowledge during gameplay. Typically examples of this use of [[Exploration]] can be found in real-time strategy games, first-person shooters, and roleplaying games.", + "Example: Games in the Civilization series start with the players knowing very little about the [[Game World]]. A prerequisite for being able to plan on a higher level against the other players or how to expand one's civilization depends on completing as much [[Exploration]] of the world as possible." ], "using_the_pattern": [ "The definition of an [[Exploration]] goal is by its nature fuzzy. The player is given the task that there is something important to find in an unknown territory in the [[Game World]], either specific game elements or [[Strategic Locations]], but the exact locations of the [[Goal Points]] are not known. However, the exact nature of what is to be found does not have to be explicitly known either, giving game designers two different options for [[Surprises]]. [[Exploration]] often makes use of [[Supporting Goals]] that provide partial information of how to find the main goal of the search.", @@ -61,149 +62,145 @@ ] }, "examples": [ - "Games in the Civilization series start with the players knowing very little about the Game World. A prerequisite for being able to plan on a higher level against the other players or how to expand one's civilization depends on completing as much Exploration of the world as possible." + "Games in the Civilization series start with the players knowing very little about the [[Game World]]. A prerequisite for being able to plan on a higher level against the other players or how to expand one's civilization depends on completing as much [[Exploration]] of the world as possible." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" + }, + { + "name": "Game State Overview", + "file": "GameStateOverview" + }, + { + "name": "Gain Information", + "file": "GainInformation" + }, + { + "name": "Memorizing", + "file": "Memorizing" + }, + { + "name": "Traces", + "file": "Traces" }, { "name": "Single-Player Games", "file": "Single-PlayerGames" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Movement", + "file": "Movement" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Secret Resources", + "file": "SecretResources" }, { "name": "Easter Eggs", "file": "EasterEggs" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { "name": "Game World Navigation", "file": "GameWorldNavigation" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Traces", - "file": "Traces" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "Game State Overview", - "file": "GameStateOverview" - }, - { - "name": "Movement", - "file": "Movement" + "name": "Resources", + "file": "Resources" }, { "name": "Fog of War", "file": "FogofWar" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { "name": "Replayability", "file": "Replayability" }, { - "name": "Gain Information", - "file": "GainInformation" - }, - { - "name": "Game World", - "file": "GameWorld" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Race", + "file": "Race" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Clues", + "file": "Clues" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { "name": "Illusionary Rewards", "file": "IllusionaryRewards" }, { - "name": "Surprises", - "file": "Surprises" - }, - { - "name": "Race", - "file": "Race" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { "name": "Construction", "file": "Construction" }, { - "name": "Enemies", - "file": "Enemies" - }, - { - "name": "Exploration", - "file": "Exploration" - }, - { - "name": "Clues", - "file": "Clues" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Resources", - "file": "Resources" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Exploration", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780329", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Exploration.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ExtendedActions.json b/ExtendedActions.json index 731fd6dfaeaf27e37d93d16014bb7d48e7261bb0..472ea218585522bbb2ece6e6a5e2655f06afac53 100644 --- a/ExtendedActions.json +++ b/ExtendedActions.json @@ -2,7 +2,9 @@ "pattern_name": "Extended Actions", "description": "Actions that take so long to complete that they require players to miss opportunities to perform other actions in order to complete them.", "content": [ - "Not all actions in games take place immediately, and some require that players continue to perform them for a period of time before taking effect. Such actions are [[Extended Actions]] and require players to make choices between completing them and abandoning them in order to start other actions. If they cannot be interrupted, they do not even let player abandon them in favor of other actions, and the player must commit fully to them." + "Not all actions in games take place immediately, and some require that players continue to perform them for a period of time before taking effect. Such actions are [[Extended Actions]] and require players to make choices between completing them and abandoning them in order to start other actions. If they cannot be interrupted, they do not even let player abandon them in favor of other actions, and the player must commit fully to them.", + "Example: Taking photographs to complete certain mission goals in America's Army requires that the player performs an action continuously for a certain period of time, is not able to check the surroundings freely, and risk being killed.", + "Example: Buildings in the Age of Empires series let players build [[Units]], but the production of these [[Units]] takes time, and while they are being produced, no new production of units can start." ], "using_the_pattern": [ "There are three main reasons for using [[Extended Actions]] instead of normal actions: requiring a certain commitment of players to start using the action but make continued use easy; encouraging player to use the actions continuously to achieve additional effects; or requiring commitment from players for a continuous period of time. The first reason gives [[Stimulated Planning]] and may have [[Balancing Effects]] if more powerful actions require more preparation and [[Resources]]. The second reason gives players increased [[Freedom of Choice]], as it provides players with additional ways of using actions but can also limit players by making the continuation of the action very valuable, as for example when using [[Geometric Rewards for Investments]]. The third reason can, like the first reason, cause [[Stimulated Planning]] and have [[Balancing Effects]] but can also increase [[Tension]] if the actions are [[Interruptible Actions]]. Gaining [[Area Control]] is an example of an action often using [[Extended Actions]] for the third reason.", @@ -57,133 +59,133 @@ }, "examples": [ "Taking photographs to complete certain mission goals in America's Army requires that the player performs an action continuously for a certain period of time, is not able to check the surroundings freely, and risk being killed.", - "Buildings in the Age of Empires series let players build Units, but the production of these Units takes time, and while they are being produced, no new production of units can start." + "Buildings in the Age of Empires series let players build [[Units]], but the production of these [[Units]] takes time, and while they are being produced, no new production of units can start." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Downtime", - "file": "Downtime" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Units", + "file": "Units" }, { - "name": "Investments", - "file": "Investments" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Tension", + "file": "Tension" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Tension", - "file": "Tension" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Combos", - "file": "Combos" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Combos", + "file": "Combos" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Investments", + "file": "Investments" }, { - "name": "Units", - "file": "Units" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Ultra-Powerful Events", "file": "Ultra-PowerfulEvents" }, - { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" - }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" + }, + { + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { "name": "Producers", "file": "Producers" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "ExtendedActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ExtendedActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Extra-GameActions.json b/Extra-GameActions.json index 9275107f43416dde2137cba97d688f58f2000efe..a73a74a222a946578328fe8d74847fe023a6477a 100644 --- a/Extra-GameActions.json +++ b/Extra-GameActions.json @@ -2,7 +2,9 @@ "pattern_name": "Extra-Game Actions", "description": "Actions that are motivated by the game state or game design but do not affect the game state as such.", "content": [ - "Games can support actions that are based on the conditions in a game session but which does not affect the game state. These forms of actions are [[Extra-Game Actions]] since on one level they do not take place within the game. However, they are dependent on the current game state so their effects are dependent on when in a game session they are performed." + "Games can support actions that are based on the conditions in a game session but which does not affect the game state. These forms of actions are [[Extra-Game Actions]] since on one level they do not take place within the game. However, they are dependent on the current game state so their effects are dependent on when in a game session they are performed.", + "Example: Betting on the outcome of a game is a typical form of [[Extra-Game Actions]] that creates a meta game based upon a game. Note that games such as Poker do not have betting as an [[Extra-Game Action]] since folding in that game affects the game state.", + "Example: loading and saving in computer games are [[Extra-Game Actions]] which save or restores the entire game state of a game instance. As the whole game state is affected these actions are not considered parts of gameplay but rather ways of setting up play sessions." ], "using_the_pattern": [ "[[Extra-Game Actions]] are used for four different forms of effects: to plan or prepare for gameplay before play sessions have begun, to provide [[Extra-Game Consequences]], to change the information players receive about the game state, or to change the entire game state. They are especially common in [[Multiplayer Games]] as players may need to do [[Negotiation]] or perform [[Collaborative Actions]].", @@ -55,134 +57,126 @@ ] }, "examples": [ - "Betting on the outcome of a game is a typical form of Extra-Game Actions that creates a meta game based upon a game. Note that games such as Poker do not have betting as an Extra-Game Action since folding in that game affects the game state.", - "loading and saving in computer games are Extra-Game Actions which save or restores the entire game state of a game instance. As the whole game state is affected these actions are not considered parts of gameplay but rather ways of setting up play sessions." + "Betting on the outcome of a game is a typical form of [[Extra-Game Actions]] that creates a meta game based upon a game. Note that games such as Poker do not have betting as an [[Extra-Game Action]] since folding in that game affects the game state.", + "loading and saving in computer games are [[Extra-Game Actions]] which save or restores the entire game state of a game instance. As the whole game state is affected these actions are not considered parts of gameplay but rather ways of setting up play sessions." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Cameras", - "file": "Cameras" - }, - { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Investments", - "file": "Investments" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Extra-Game Action", - "file": "Extra-GameActions" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Combos", - "file": "Combos" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Combos", + "file": "Combos" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Investments", + "file": "Investments" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { "name": "Creative Control", "file": "CreativeControl" }, { - "name": "Immersion", - "file": "Immersion" - }, - { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Team Development", + "file": "TeamDevelopment" } ], "pattern_id": "Extra-GameActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Extra-GameActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Extra-GameConsequences.json b/Extra-GameConsequences.json index b8d4d80dc4e72f757a3e3ce157c60d482e6dbb56..1fc75c0a579831aeb98cfe9f677ba4573450f236 100644 --- a/Extra-GameConsequences.json +++ b/Extra-GameConsequences.json @@ -2,7 +2,9 @@ "pattern_name": "Extra-Game Consequences", "description": "Consequences that is due to actions within games or based on game states of games but that do not affect the game state or how the game state is perceived.", "content": [ - "Not all effects based on actions connected to games need to affect the game state of the game itself. These effects are [[Extra-Game Consequences]] which can either simply give players additional experiences, provide the basis for other games, or translate the results of a game into real-world rewards or penalties." + "Not all effects based on actions connected to games need to affect the game state of the game itself. These effects are [[Extra-Game Consequences]] which can either simply give players additional experiences, provide the basis for other games, or translate the results of a game into real-world rewards or penalties.", + "Example: the ability to convert markers back to money makes gambling games have [[Extra-Game Consequences]] when players have to buy markers. The tradition of being able to convert markers to money and vice versa, and the tension it brings, make the [[Extra-Game Consequences]] an integral part of the game although this is not necessary for the rules of the game to function.", + "Example: the existence of persistent online game worlds have made it possible to buy and sell characters and equipments through Internet auctioning sites. This makes character development and the gaining and losing of equipment in these games have potential [[Extra-Game Consequences]]." ], "using_the_pattern": [ "[[Rewards]] and [[Penalties]] of [[Extra-Game Consequences]] are those that do not affect the game state although they most often are linked to corresponding [[Rewards]] and [[Penalties]] within the games. These effects are usually linked to the real world by having a conversion between game elements or [[Scores]] and real world money (which links [[Investments]] in the game with real world [[Investments]]), or by affecting players' [[Social Status]]. This makes the pursuit of goals that include any actions with [[Extra-Game Consequences]] into [[Committed Goals]] and a form of [[Investment]] of players' time and effort. Besides these, the most common of these types of[[Rewards]] are simply winning the game or [[Illusionary Rewards]]. [[Player Defined Goals]] that are not controlled by game rules provide [[Rewards]] and [[Penalties]] that either can be completely personal or part of defining a [[Meta Game]].", @@ -42,94 +44,90 @@ "Potentially conflicting with": [] }, "examples": [ - "the ability to convert markers back to money makes gambling games have Extra-Game Consequences when players have to buy markers. The tradition of being able to convert markers to money and vice versa, and the tension it brings, make the Extra-Game Consequences an integral part of the game although this is not necessary for the rules of the game to function.", - "the existence of persistent online game worlds have made it possible to buy and sell characters and equipments through Internet auctioning sites. This makes character development and the gaining and losing of equipment in these games have potential Extra-Game Consequences." + "the ability to convert markers back to money makes gambling games have [[Extra-Game Consequences]] when players have to buy markers. The tradition of being able to convert markers to money and vice versa, and the tension it brings, make the [[Extra-Game Consequences]] an integral part of the game although this is not necessary for the rules of the game to function.", + "the existence of persistent online game worlds have made it possible to buy and sell characters and equipments through Internet auctioning sites. This makes character development and the gaining and losing of equipment in these games have potential [[Extra-Game Consequences]]." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ - { - "name": "Committed Goals", - "file": "CommittedGoals" - }, { "name": "Betting", "file": "Betting" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Investments", - "file": "Investments" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "Quick Games", - "file": "QuickGames" - }, - { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Score", + "file": "Score" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Investments", + "file": "Investments" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Rewards", + "file": "Rewards" }, { "name": "Character Development", "file": "CharacterDevelopment" }, { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Meta Games", - "file": "MetaGames" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { "name": "Tools", "file": "Tools" }, { - "name": "Score", - "file": "Score" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Social Statuses", + "file": "SocialStatuses" + }, + { + "name": "Quick Games", + "file": "QuickGames" + }, + { + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "Extra-GameConsequences", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Extra-GameConsequences.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Extra-GameInformation.json b/Extra-GameInformation.json index 17b1dcb5840f2149d8c2c878e4f9610fe5a6b14c..51463107df528bc13248b2741f712ae9fb3136ea 100644 --- a/Extra-GameInformation.json +++ b/Extra-GameInformation.json @@ -1,7 +1,9 @@ { "pattern_name": "Extra-Game Information", "description": "Information provided within the game that concerns subjects outside the Game World.", - "content": [], + "content": [ + "Example: The Legend of Zelda: The Wind Waker, like other games in the series, includes a significant amount of [[Extra-Game Information]] about how to perform the actions in the game. This information is portioned out over the game so that the complexity of the gameplay is simple in the beginning and grows as the player becomes more experienced." + ], "using_the_pattern": [ "The primary use of [[Extra-Game Information]] is to provide instructions of the game or to show how the interface works, especially the mapping between the game controller and the player actions, but [[Extra-Game Information]] can also provide [[Strategic Knowledge]]. When not contained within [[Clues]], it typically consists of [[Outstanding Features]]." ], @@ -35,69 +37,65 @@ ] }, "examples": [ - "The Legend of Zelda: The Wind Waker, like other games in the series, includes a significant amount of Extra-Game Information about how to perform the actions in the game. This information is portioned out over the game so that the complexity of the gameplay is simple in the beginning and grows as the player becomes more experienced." + "The Legend of Zelda: The Wind Waker, like other games in the series, includes a significant amount of [[Extra-Game Information]] about how to perform the actions in the game. This information is portioned out over the game so that the complexity of the gameplay is simple in the beginning and grows as the player becomes more experienced." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Memorizing", - "file": "Memorizing" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Combos", "file": "Combos" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Smooth Learning Curves", "file": "SmoothLearningCurves" }, - { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" - }, - { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" - }, { "name": "Illusion of Influence", "file": "IllusionofInfluence" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" + }, + { + "name": "Alternative Reality", + "file": "AlternativeReality" } ], "pattern_id": "Extra-GameInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Extra-GameInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/First-PersonViews.json b/First-PersonViews.json index 4fcc771e71c4b7987ff2085353527f185a5fcac6..d4b24f6a2f8c8b7df0b05d3630bbb82f94dc6895 100644 --- a/First-PersonViews.json +++ b/First-PersonViews.json @@ -2,7 +2,8 @@ "pattern_name": "First-Person Views", "description": "Players are shown the game world as if they were inside it", "content": [ - "Games where players control individual game elements and move them in the game environment often present that environment to the players as the game element would \"see\" the environment. This [[First-Person View]] then lets players receive natural feedback to movement in the environment in a way that corresponds to the feedback one receives when doing the same movement in the real world." + "Games where players control individual game elements and move them in the game environment often present that environment to the players as the game element would \"see\" the environment. This [[First-Person View]] then lets players receive natural feedback to movement in the environment in a way that corresponds to the feedback one receives when doing the same movement in the real world.", + "Example: As the name indicates, all first-person shooters make use of [[First-Person Views]]." ], "using_the_pattern": [ "[[First-Person Views]] give players a view of the [[Game World]] from within it, and the primary design choices for game designers involve choosing how players can control what they are viewing and if the presentation players are given uses human-like vision capabilities or augmented capabilities, such as infrared, radar, or night vision.", @@ -37,65 +38,61 @@ ] }, "examples": [ - "As the name indicates, all first-person shooters make use of First-Person Views." + "As the name indicates, all first-person shooters make use of [[First-Person Views]]." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Status Indicators", - "file": "StatusIndicators" - }, - { - "name": "Game World", - "file": "GameWorld" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Avatars", "file": "Avatars" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Fog of War", + "file": "FogofWar" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "God Views", - "file": "GodViews" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "God Views", + "file": "GodViews" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "First-PersonViews", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "First-PersonViews.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/FocusLoci.json b/FocusLoci.json index 0860937b237cc0ab29f9a277d567a9e9d6ea7dfe..2dc6825699efb46640376e6922008704dd768d13 100644 --- a/FocusLoci.json +++ b/FocusLoci.json @@ -2,7 +2,11 @@ "pattern_name": "Focus Loci", "description": "The game elements through which a player's actions are taken.", "content": [ - "[[Focus Loci,]] the locations of thefocus, are the game elements through which players can affect the game state. The most obvious [[Focus Loci]] are the game elements that can be moved by the player, and the actions they provide are the possibility of moving them." + "[[Focus Loci,]] the locations of thefocus, are the game elements through which players can affect the game state. The most obvious [[Focus Loci]] are the game elements that can be moved by the player, and the actions they provide are the possibility of moving them.", + "Example: Each piece in Chess acts as a [[Focus Loci]] for the players by providing a number of potential actions.", + "Example: The stones used in Go are only [[Focus Loci]] when they are being placed on the board, since players cannot perform any other actions through them later.", + "Example: The [[Avatar]] that a player controls in a first-person shooter is the [[Focus Loci]] they have in the game.", + "Example: Various types of mouse cursors used in real-time strategy games and Sims games are [[Focus Loci]] that allow players to move between units and characters, which in their turn are also [[Focus Loci]]." ], "using_the_pattern": [ "The four main options for [[Focus Loci]] are [[Avatar]], [[Units]], [[Characters]], and [[God's Fingers]]. The first three can maintain a [[Consistent Reality Logic]], but the actions they provide are then restricted by the [[Alternative Reality]] of the game. They also allow points within the game for players to have [[Identification]] with. The use of [[Characters]] allows players to have [[Focus Loci]] without the need for [[Game Worlds]]. The use of several [[Focus Loci]] through [[Units]] allows single players to simulate [[Team Play]] but requires [[Attention Swapping]] and [[Status Indicators]] to show where the [[Focus Loci]] are in the [[Game World]]. As the swapping between [[Units]] is often done by explicit actions performed from a [[Third-Person View]], this [[Third-Person View]] can actually be seen as a form of [[Focus Loci]]. [[God's Fingers]] are most often used to allow players to have [[Game State Overview]] and to let them do [[Attention Swapping]] between other [[Focus Loci]] but can be used to provide the god-like actions found in god games.", @@ -43,100 +47,92 @@ "Potentially conflicting with": [] }, "examples": [ - "Each piece in Chess acts as a Focus Loci for the players by providing a number of potential actions.", - "The stones used in Go are only Focus Loci when they are being placed on the board, since players cannot perform any other actions through them later.", - "The Avatar that a player controls in a first-person shooter is the Focus Loci they have in the game.", - "Various types of mouse cursors used in real-time strategy games and Sims games are Focus Loci that allow players to move between units and characters, which in their turn are also Focus Loci." + "Each piece in Chess acts as a [[Focus Loci]] for the players by providing a number of potential actions.", + "The stones used in Go are only [[Focus Loci]] when they are being placed on the board, since players cannot perform any other actions through them later.", + "The [[Avatar]] that a player controls in a first-person shooter is the [[Focus Loci]] they have in the game.", + "Various types of mouse cursors used in real-time strategy games and Sims games are [[Focus Loci]] that allow players to move between units and characters, which in their turn are also [[Focus Loci]]." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Avatar", - "file": "Avatars" - }, - { - "name": "Spatial Immersion", - "file": "SpatialImmersion" - }, - { - "name": "God's Finger", - "file": "God'sFinger" - }, - { - "name": "Alternative Reality", - "file": "AlternativeReality" - }, - { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Characters", - "file": "Characters" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Cards", - "file": "Cards" + "name": "Identification", + "file": "Identification" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Dice", - "file": "Dice" + "name": "Units", + "file": "Units" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Units", - "file": "Units" + "name": "Dice", + "file": "Dice" }, { "name": "Cognitive Immersion", "file": "CognitiveImmersion" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Cards", + "file": "Cards" }, { - "name": "Identification", - "file": "Identification" + "name": "God's Finger", + "file": "God'sFinger" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Area Control", "file": "AreaControl" + }, + { + "name": "Characters", + "file": "Characters" + }, + { + "name": "Alternative Reality", + "file": "AlternativeReality" } ], "pattern_id": "FocusLoci", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "FocusLoci.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/FogofWar.json b/FogofWar.json index f2ca7ece74b5c21428ff8df880be0e9ef2051700..0c7146fc8258c8e3086713807b07e2fda7014554 100644 --- a/FogofWar.json +++ b/FogofWar.json @@ -3,7 +3,9 @@ "description": "The player has no information about game world areas that are not being observed or have not yet been explored", "content": [ "Many strategy games hide information about areas at the beginning of the game, typically marking these areas as grayed out or otherwise covered. As all players are subject to this lack of information they may do actions which would otherwise be bad tactical moves, in one way simulating [[Fog of Wars]] of older battlefields. As having knowledge of the surroundings is a tactical advantage, the unexplored areas encourage exploration and to further support this, the edges of the unknown areas often reveal some information, for example having the areas \"fogging out\" around the edges.", - "[[Fog of War]] is typically used in an additional way besides hiding the terrain. Even if the areas have been explored, the movement of enemy units through those areas is typically not shown unless under the observation of a player's own units." + "[[Fog of War]] is typically used in an additional way besides hiding the terrain. Even if the areas have been explored, the movement of enemy units through those areas is typically not shown unless under the observation of a player's own units.", + "Example: The Civilization series of computer games lets the players start with just the areas around his or her starting units explored. The choice between whether to put resources into improving ones cities or exploring the environment, make up a large portion of success or failure in the game.", + "Example: Metroid Fusion reveals most of the layout of each level and even explicitly indicates the places the player has already visited. The game further indicates the location of the power-ups on the overview map, but not the exact location on the play area. This leads to the player, sometimes frantically, trying to find the exact location of the power-up in the specified area." ], "using_the_pattern": [ "Two main design choices exist for [[Fog of War]]: is the [[Fog of War]] shared by all players and does the [[Fog of War]] return after players have explored an area? The second design choice can be modulated further by differentiating between a [[Fog of War]] that hides the [[Game World]] and a [[Fog of War]] that does not hide the [[Game World]] but does hide game elements in it. Regardless, when the [[Fog of War]] returns to an explored area it promotes [[Memorizing]] the contents of the areas.", @@ -50,80 +52,80 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" - }, - { - "name": "Memorizing", - "file": "Memorizing" - }, - { - "name": "Game World", - "file": "GameWorld" + "name": "Guard", + "file": "Guard" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { "name": "Exploration", "file": "Exploration" }, { - "name": "Guard", - "file": "Guard" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, - { - "name": "First-Person Views", - "file": "First-PersonViews" - }, - { - "name": "Cameras", - "file": "Cameras" - }, { "name": "God Views", "file": "GodViews" }, + { + "name": "Gain Information", + "file": "GainInformation" + }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Third-Person Views", + "file": "Third-PersonViews" + }, + { + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" } ], "pattern_id": "FogofWar", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "FogofWar.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/FreedomofChoice.json b/FreedomofChoice.json index 58faaa6229695623ce8d3e12123162e0982d64f9..2398b67e23c07d6673722ea0ef0fca775047f1f2 100644 --- a/FreedomofChoice.json +++ b/FreedomofChoice.json @@ -2,7 +2,9 @@ "pattern_name": "Freedom of Choice", "description": "Players have the ability to make choices in the game.", "content": [ - "For a game to be a game at all, the players have to be able to make what they feel are interesting choices. This means that the choices must have seemingly different effects and have effects that are meaningful. If these conditions are met, players can feel that they have the [[Freedom of Choice]] within the game system and they can affect the outcome of the game." + "For a game to be a game at all, the players have to be able to make what they feel are interesting choices. This means that the choices must have seemingly different effects and have effects that are meaningful. If these conditions are met, players can feel that they have the [[Freedom of Choice]] within the game system and they can affect the outcome of the game.", + "Example: Open-ended games like The Sims provide players with a multitude of game elements to interact with and many types of actions for each game element. In addition, they give players the freedom to define their own goals within the game.", + "Example: Menu-based adventure-based games limit players to only a few choices throughout the entire game." ], "using_the_pattern": [ "The most important thing with [[Freedom of Choice]] is not that players can affect game states, it is that they have the [[Illusion of Influence]] and a [[Perceived Chance to Succeed]]. [[Freedom of Choice]] can be achieved in several ways: affecting the actions possible for the players, what can be done with the actions, letting players choose goals, or letting players affect the results in the game.", @@ -95,244 +97,244 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Converters", - "file": "Converters" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Container", + "file": "Container" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { - "name": "Characters", - "file": "Characters" - }, - { - "name": "No-Ops", - "file": "No-Ops" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Trading", + "file": "Trading" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Container", - "file": "Container" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Trading", - "file": "Trading" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Converters", + "file": "Converters" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Characters", + "file": "Characters" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Construction", "file": "Construction" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" + }, + { + "name": "Collaborative Actions", + "file": "CollaborativeActions" + }, + { + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "FreedomofChoice", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "FreedomofChoice.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GainCompetence.json b/GainCompetence.json index 90e6fb71eed73c9c7ed2cd183b587e45c45cd033..b02bcdbe9cce8698ee5ae38b55bb7461f5dd725f 100644 --- a/GainCompetence.json +++ b/GainCompetence.json @@ -3,7 +3,9 @@ "description": "Gaining the ability to perform a certain action within the game.", "content": [ "This is the goal to gain the ability to perform a certain action, either by enabling a game element to perform that action or by gaining control of a game element that can perform that action. Typical examples of games using [[Gain Competence]] goals are roleplaying games where the players' characters gain skills and real-time strategy games with research.", - "[[Gain Competence]] is not the ability for a player to perform an action skillfully, see the patterns regarding [[Game Mastery]] and fields of expertise for individual discussions of these player actions." + "[[Gain Competence]] is not the ability for a player to perform an action skillfully, see the patterns regarding [[Game Mastery]] and fields of expertise for individual discussions of these player actions.", + "Example: Quake and Unreal Tournament have [[Gain Competences]] goals that are linked to acquiring weapons, since the different weapons have radically different abilities.", + "Example: Computer-based roleplaying games, such as Neverwinter Nights and Morrowind, have many abilities, most commonly spells, that are not available to the players. Learning these abilities provides significant help in completing the games, and gaining them may become explicit goals that are the focus of player actions on the expense of the main goal." ], "using_the_pattern": [ "The [[Gain Competence]] goal can be achieved by completing other goals, typically [[Gain Ownership]] or [[Overcome]], but can also be the result of [[Investment]] or gaining [[Resources]].", @@ -41,82 +43,78 @@ "Potentially conflicting with": [] }, "examples": [ - "Quake and Unreal Tournament have Gain Competences goals that are linked to acquiring weapons, since the different weapons have radically different abilities.", + "Quake and Unreal Tournament have [[Gain Competences]] goals that are linked to acquiring weapons, since the different weapons have radically different abilities.", "Computer-based roleplaying games, such as Neverwinter Nights and Morrowind, have many abilities, most commonly spells, that are not available to the players. Learning these abilities provides significant help in completing the games, and gaining them may become explicit goals that are the focus of player actions on the expense of the main goal." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Race", - "file": "Race" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Gain Competences", - "file": "GainCompetence" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { "name": "Ability Losses", "file": "AbilityLosses" }, { - "name": "Skills", - "file": "Skills" - }, - { - "name": "Tools", - "file": "Tools" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Tools", + "file": "Tools" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Skills", + "file": "Skills" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Race", + "file": "Race" } ], "pattern_id": "GainCompetence", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783242", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GainCompetence.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GainInformation.json b/GainInformation.json index aa5d9dc7be9b015e218e9552aa145df40fd49661..e035bb487662eb6e0808e8183fe01614dcb948ed 100644 --- a/GainInformation.json +++ b/GainInformation.json @@ -2,7 +2,9 @@ "pattern_name": "Gain Information", "description": "The goal of performing actions in the game in order to be able to receive information or make deductions.", "content": [ - "The [[Gain Information]] goal is simply the task of gaining more knowledge about something in the game. This can be discovering where a certain game element is in the game space, knowing what values game elements have, what abilities other players have access to, or what goals exist. The completion of the goal can either be verified by a game state change that does not require the player to actually understand the information or by requiring the player to perform some activity or complete a goal that indicates that the information has been interpreted by the player. In the first case, this can be by the player gaining an object, e. g., picking up a book, or choosing an action that presents the information to the player, e. g., looking at a sign. In the second case, this can be by observing that the player has done an action that was unlikely to have been performed otherwise, e. g., selecting the right five-digit combination to a safe." + "The [[Gain Information]] goal is simply the task of gaining more knowledge about something in the game. This can be discovering where a certain game element is in the game space, knowing what values game elements have, what abilities other players have access to, or what goals exist. The completion of the goal can either be verified by a game state change that does not require the player to actually understand the information or by requiring the player to perform some activity or complete a goal that indicates that the information has been interpreted by the player. In the first case, this can be by the player gaining an object, e. g., picking up a book, or choosing an action that presents the information to the player, e. g., looking at a sign. In the second case, this can be by observing that the player has done an action that was unlikely to have been performed otherwise, e. g., selecting the right five-digit combination to a safe.", + "Example: [[Gain Information]] is the typical goal used in mystery games to drive the unfolding of the story, e. g., the Gabriel Knight series.", + "Example: Hide & Seek, the traditional children's game, is the archetypical example of direct use of this pattern. In the game, one of the players is the seeker whose task is to find out the other players who have had a certain amount of time to hide themselves." ], "using_the_pattern": [ "The prerequisite for using [[Gain Information]] is that there is [[Imperfect Information]] in the game, or that there is [[Uncertainty of Information]] about the information that is known. Hide & Seek, for example, does not work properly in a small empty room with three people. Another example, creating [[Imperfect Information]] through the use of [[Asymmetric Information]] can be found in card games using [[Card Hands]]. Games with [[Fog of War]] often have [[Exploration]] and [[Reconnaissance]] as dynamic [[Gain Information]] goals during the game.", @@ -50,50 +52,54 @@ ] }, "examples": [ - "Gain Information is the typical goal used in mystery games to drive the unfolding of the story, e. g., the Gabriel Knight series.", + "[[Gain Information]] is the typical goal used in mystery games to drive the unfolding of the story, e. g., the Gabriel Knight series.", "Hide & Seek, the traditional children's game, is the archetypical example of direct use of this pattern. In the game, one of the players is the seeker whose task is to find out the other players who have had a certain amount of time to hide themselves." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Exploration", + "file": "Exploration" + }, + { + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" + }, + { + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Experimenting", "file": "Experimenting" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Unknown Goals", "file": "UnknownGoals" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Gain Ownership", + "file": "GainOwnership" }, { "name": "Card Hands", @@ -104,36 +110,28 @@ "file": "LimitedForesight" }, { - "name": "Fog of War", - "file": "FogofWar" - }, - { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Exploration", - "file": "Exploration" - }, - { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { "name": "Indirect Information", @@ -143,9 +141,9 @@ "pattern_id": "GainInformation", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783315", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GainInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GainOwnership.json b/GainOwnership.json index 5da9d4c8c2074f2ef1980d6bbe8d16b83b3f1cd1..6fa4f133c29438f819a2e356c1a268a79e504b2a 100644 --- a/GainOwnership.json +++ b/GainOwnership.json @@ -2,7 +2,9 @@ "pattern_name": "Gain Ownership", "description": "This is simply the goal to gain the ownership of a game element.", "content": [ - "The goal of controlling a game element, either by possessing it or by controlling the use of it, is common to many games. The ownership may be a reason in itself (as for example controlling space in Go or controlling Flag points in Battlefield 1942), may be a requirement for completing a higher-[[Level]] goal, or may simply make it easier to complete various types of actions or goals." + "The goal of controlling a game element, either by possessing it or by controlling the use of it, is common to many games. The ownership may be a reason in itself (as for example controlling space in Go or controlling Flag points in Battlefield 1942), may be a requirement for completing a higher-[[Level]] goal, or may simply make it easier to complete various types of actions or goals.", + "Example: Weapons, ammunition, and power-ups are all examples of objectives for [[Gain Ownership]] goals in first-person shooters such as Quake, Unreal Tournament, or Return to Castle Wolfenstein.", + "Example: Othello (also called Reversi) has the goal of gaining ownership of a majority of the game pieces, and every turn in the game involves changes in ownership." ], "using_the_pattern": [ "The use of a [[Gain Ownership]] goal tightly links the [[Reward]] of the goal with the game element that is owned, or part of the [[Game World]] in cases of [[Area Control]]. This usually provides players with an increase in [[Score]], more [[Resources]], [[Improved Abilities]], [[New Abilities]] (and possibly [[Privileged Abilities]]) from [[Tools]], or new information in the form of [[Clues]]. In many cases, the game element is destroyed or taken out of gameplay with the completion of the goal, in principle making use of the [[Converter]] pattern.", @@ -68,170 +70,166 @@ "Potentially conflicting with": [] }, "examples": [ - "Weapons, ammunition, and power-ups are all examples of objectives for Gain Ownership goals in first-person shooters such as Quake, Unreal Tournament, or Return to Castle Wolfenstein.", + "Weapons, ammunition, and power-ups are all examples of objectives for [[Gain Ownership]] goals in first-person shooters such as Quake, Unreal Tournament, or Return to Castle Wolfenstein.", "Othello (also called Reversi) has the goal of gaining ownership of a majority of the game pieces, and every turn in the game involves changes in ownership." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Enclosure", - "file": "Enclosure" - }, - { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Contact", + "file": "Contact" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Score", + "file": "Score" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Stealth", + "file": "Stealth" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Collection", + "file": "Collection" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Controllers", + "file": "Controllers" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Enclosure", + "file": "Enclosure" }, { "name": "Trading", "file": "Trading" }, { - "name": "Ownership", - "file": "Ownership" - }, - { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { "name": "Capture", "file": "Capture" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Construction", - "file": "Construction" + "name": "Tools", + "file": "Tools" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Collection", - "file": "Collection" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Clues", + "file": "Clues" }, { - "name": "Tools", - "file": "Tools" + "name": "Betting", + "file": "Betting" }, { - "name": "Clues", - "file": "Clues" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Score", - "file": "Score" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Construction", + "file": "Construction" }, { - "name": "Contact", - "file": "Contact" + "name": "Improved Abilities", + "file": "ImprovedAbilities" + }, + { + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Delivery", "file": "Delivery" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" } ], "pattern_id": "GainOwnership", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1775436", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GainOwnership.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GameMasters.json b/GameMasters.json index a2afdb7900dc4acf8416c886378392dc6b7b7772..62338cae50ddb2c85ac90b7567c8bb4eda2ce0db 100644 --- a/GameMasters.json +++ b/GameMasters.json @@ -2,7 +2,9 @@ "pattern_name": "Game Masters", "description": "People who act as game facilitators of game worlds for players.", "content": [ - "Games with activities that cannot be performed by players or mechanized components require humans that are dedicated to facilitating the games. Examples of activities that are difficult to achieve without these [[Game Masters]] include personalizing descriptions of game worlds according to the players' characters and their actions, or adjusting narratives due to unexpected actions from the characters." + "Games with activities that cannot be performed by players or mechanized components require humans that are dedicated to facilitating the games. Examples of activities that are difficult to achieve without these [[Game Masters]] include personalizing descriptions of game worlds according to the players' characters and their actions, or adjusting narratives due to unexpected actions from the characters.", + "Example: all non-computerized roleplaying requires that one person playing the games takes the role of game master in order to describe the game world, enact characters not controlled by players, determine and describe the consequences of player actions and unfold the narrative.", + "Example: the game Zendo has a game master who secretly decides on a secret rule how differently-colored pyramids should be arranged to have Buddha nature. The players play the game by trying to extrapolate the rule from tests." ], "using_the_pattern": [ "Supporting [[Game Masters]] in game design consist of providing them with tools to run the game that allows them to shape the gameplay according to their, and the players', wishes. Common tools are an adjustable [[Narrative Structure]], pre-generated [[Characters]] that can be used as [[Enemies]] and provide opportunities for [[Roleplaying]].", @@ -72,156 +74,156 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Empowerment", - "file": "Empowerment" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Luck", - "file": "Luck" + "name": "Tension", + "file": "Tension" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Characters", - "file": "Characters" - }, - { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Tension", - "file": "Tension" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Randomness", + "file": "Randomness" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Characters", + "file": "Characters" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Creative Control", + "file": "CreativeControl" + }, + { + "name": "Storytelling", + "file": "Storytelling" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Luck", + "file": "Luck" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Downtime", + "file": "Downtime" }, { "name": "Indirect Information", "file": "IndirectInformation" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "GameMasters", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GameMasters.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GameMastery.json b/GameMastery.json index 3a48d8776abf44a8b1dcf95eec473de8a7bc3b15..ecbee9e42b064261b92c99f2d3154a16ba1bc45c 100644 --- a/GameMastery.json +++ b/GameMastery.json @@ -2,7 +2,9 @@ "pattern_name": "Game Mastery", "description": "That one can clearly distinguish between skillful and incompetent players when they are using all their skills and abilities in a game.", "content": [ - "Player skill in games is achieved when players feel that they have an understanding of the game or a possibility to perform actions in the game that were previously not possible. When this skill level is sufficiently far from the initial level, players can feel that they have achieved [[Game Mastery]], and those watching them play can recognize this when compared to other players." + "Player skill in games is achieved when players feel that they have an understanding of the game or a possibility to perform actions in the game that were previously not possible. When this skill level is sufficiently far from the initial level, players can feel that they have achieved [[Game Mastery]], and those watching them play can recognize this when compared to other players.", + "Example: The difference in being able to make use of game pieces in Chess and stones in Go between masters and novices is so large that novices in practice have no chance of winning against an expert.", + "Example: The actions of moving and shooting in first-person shooters, as well as coordinating activities in multiplayer versions of those games, offer such a wide range of [[Game Mastery]] that experts can do it mainly subconsciously, while novices might have troubles understanding what is happening in the [[Game World]]." ], "using_the_pattern": [ "Designing games to support [[Game Mastery]] consists of providing activities in which skill can develop and making it possible for players to train those skills.", @@ -82,225 +84,217 @@ }, "examples": [ "The difference in being able to make use of game pieces in Chess and stones in Go between masters and novices is so large that novices in practice have no chance of winning against an expert.", - "The actions of moving and shooting in first-person shooters, as well as coordinating activities in multiplayer versions of those games, offer such a wide range of Game Mastery that experts can do it mainly subconsciously, while novices might have troubles understanding what is happening in the Game World." + "The actions of moving and shooting in first-person shooters, as well as coordinating activities in multiplayer versions of those games, offer such a wide range of [[Game Mastery]] that experts can do it mainly subconsciously, while novices might have troubles understanding what is happening in the [[Game World]]." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Experimenting", - "file": "Experimenting" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Timing", - "file": "Timing" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Betting", - "file": "Betting" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Investments", - "file": "Investments" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Timing", + "file": "Timing" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Handles", + "file": "Handles" }, { - "name": "Luck", - "file": "Luck" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Handles", - "file": "Handles" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Levels", + "file": "Levels" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Empowerment", + "file": "Empowerment" }, { "name": "Handicaps", "file": "Handicaps" }, { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Levels", - "file": "Levels" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Investments", + "file": "Investments" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Betting", + "file": "Betting" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Luck", + "file": "Luck" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "GameMastery", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GameMastery.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GamePauses.json b/GamePauses.json index 67eddcd967ee531f0ec015eadc7045910543324a..c136f0cf85177d89a2c1ebee74c522629e3f0c05 100644 --- a/GamePauses.json +++ b/GamePauses.json @@ -2,7 +2,9 @@ "pattern_name": "Game Pauses", "description": "The progress of game time is suspended during Game Pauses", "content": [ - "The suspension of game time can be either player or game system controlled. The player controlled [[Game Pauses]] are more often found in games which require constant player attention, but are played in situations that may create distractions to play." + "The suspension of game time can be either player or game system controlled. The player controlled [[Game Pauses]] are more often found in games which require constant player attention, but are played in situations that may create distractions to play.", + "Example: fast action games on personal computers often offer the players the ability to suspend the game time. The reason for this is usually to allow the players to leave the game for some time to do something else. These [[Game Pauses]], however, can occasionally be used to cheat in a game, for example, to plan better ahead in Tetris.", + "Example: [[Cut Scenes]] and level changes are a form of [[Game Pauses]] as the progress of game time is usually suspended for a game system controlled amount of time." ], "using_the_pattern": [ "The effects of both player and game system controlled [[Game Pauses]] are more drastic in [[Real-Time Games]] but they also can be used in [[Tick-Based Games]] and [[Turn-Based Games]] to permit the players [[Downtime]]. Player controlled [[Game Pauses]] are almost always related to [[Extra-Game Actions]], unless the [[Game Pauses]] are within the [[Consistent Reality Logic]] of the game.", @@ -40,78 +42,74 @@ ] }, "examples": [ - "fast action games on personal computers often offer the players the ability to suspend the game time. The reason for this is usually to allow the players to leave the game for some time to do something else. These Game Pauses, however, can occasionally be used to cheat in a game, for example, to plan better ahead in Tetris.", - "Cut Scenes and level changes are a form of Game Pauses as the progress of game time is usually suspended for a game system controlled amount of time." + "fast action games on personal computers often offer the players the ability to suspend the game time. The reason for this is usually to allow the players to leave the game for some time to do something else. These [[Game Pauses]], however, can occasionally be used to cheat in a game, for example, to plan better ahead in Tetris.", + "[[Cut Scenes]] and level changes are a form of [[Game Pauses]] as the progress of game time is usually suspended for a game system controlled amount of time." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Tension", - "file": "Tension" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Tension", + "file": "Tension" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Single-Player Games", + "file": "Single-PlayerGames" } ], "pattern_id": "GamePauses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GamePauses.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GameStateOverview.json b/GameStateOverview.json index d96614495dfb59e44b177369e6c19cb930ef42bd..d699f96807a2aab567eca07064bef04dda68426c 100644 --- a/GameStateOverview.json +++ b/GameStateOverview.json @@ -2,7 +2,8 @@ "pattern_name": "Game State Overview", "description": "Players are provided with information that extends beyond the observational abilities provided by game elements", "content": [ - "Many games require players to have more information than can easily be acquired by using the game elements under the players' control. In order to provide information, the game design can include various forms of overviews of the kind of information most relevant to support the intended gameplay. This [[Game State Overview]] can then let players plan their tactics better and judge their positions more accurately." + "Many games require players to have more information than can easily be acquired by using the game elements under the players' control. In order to provide information, the game design can include various forms of overviews of the kind of information most relevant to support the intended gameplay. This [[Game State Overview]] can then let players plan their tactics better and judge their positions more accurately.", + "Example: Most racing games, e. g., Mario Kart Double Dash!! and the Monkey Race party games in the Super Monkey Ball series, provide a small overhead map that shows the location of other players on the track." ], "using_the_pattern": [ "[[Game State Overviews]] can be achieved both in the primary view of the [[Game World]] and in smaller secondary views, typically overhead maps. In the primary view, this requires that the game has [[Third-Person View]] or a [[God Views]], unless done through a [[Cut Scene]], in which case any type of view can be used, but several other views are possible as secondary views. Information not connected directly to game elements or connected to abstract game elements can be provided by indicators such as [[Book-Keeping Tokens]],[[Progress Indicators]],[[Goal Indicators]],[[Outcome Indicators]],[[Status Indicators]], and[[Near Miss Indicators]]. Low-resolution [[Third-Person Views]], [[God Views]], and even [[First-Person Views]] can provide alternative viewpoints for secondary views that can use the same format as the primary view and thereby allow quick syntheses of information. Navigation or exploration of [[Game State Overviews]] requires players to enact [[Extra-Game Actions]] since using the overviews does not affect the game state.", @@ -79,176 +80,176 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" - }, - { - "name": "God Views", - "file": "GodViews" - }, - { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Score", + "file": "Score" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Leaps of Faith", "file": "LeapsofFaith" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Units", + "file": "Units" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "First-Person Views", "file": "First-PersonViews" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Units", - "file": "Units" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Area Control", + "file": "AreaControl" + }, + { + "name": "Turn Taking", + "file": "TurnTaking" + }, + { + "name": "Alarms", + "file": "Alarms" }, { "name": "Identification", "file": "Identification" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "God Views", + "file": "GodViews" }, { - "name": "Score", - "file": "Score" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "GameStateOverview", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GameStateOverview.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GameWorld.json b/GameWorld.json index d0a053c2f4a560fef241f8dde5d3623b027d9ba7..627911616c7dd0317f08f53c4623e1a7e3409579 100644 --- a/GameWorld.json +++ b/GameWorld.json @@ -3,7 +3,8 @@ "description": "The environment in which the gameplay or parts of the gameplay takes place is determined by the spatial relationships of the game elements.", "content": [ "Usually games have a [[Game World]] in which the spatial relationships of game elements are important, for example, the actual game board in Monopoly. There are other elements where the spatial relationships are not important as long as categories can be identified, for example, the amount of money each player has in Monopoly. The strict definition adopted here requires that the elements in the [[Game World]] have spatial relationships that define and constrain the possible movements within the [[Game World]]. As already stated, many games have both the spatial [[Game World]] and other elements that have a possible impact on the [[Game World]] but that do not have spatial relationships. The [[Game World]] is usually limited and contained, but some games, for example, Five-in-a-Row, have a potentially infinite [[Game World]].", - "[[Game Worlds]] can be classified first into continuous and discrete. The movement for the player in a continuous [[Game World]] is at least seemingly fluid and continuous, and in discrete [[Game Worlds]], the movement happens in larger steps. This classification is not clear cut, as it can be argued that every computer [[Game World]] is, in fact, discrete, as the positions and the environment are expressed in digital format. The second categorization concerns the main spatial relationships between the game elements. These basic categories are: linear (or 1D), reticular, 2D and 3D. These categories are orthogonal to the continuous and discrete categorization so that there are eight basic categories (even though the reticular-continuous category is slightly troublesome). Linear [[Game Worlds]] are those in which the movement can happen only in one or two directions. For example, Backgammon and Ludo have linear [[Game Worlds]]. The movement in reticular [[Game Worlds]] can happen only between connected nodes in a graph. The arrangement of different territories in Diplomacy, Hearts of Iron, and many other strategy games is a good example of a reticular [[Game World]]. The 2D [[Game World]] is just what it says: the movement is limited to a two-dimensional plane. Chess's board and Pac-Man's levels are good examples of 2D [[Game Worlds]]. The last category, 3D, is as straightforward as the previous one: the movement is more or less free in all the three dimensions. Note here that the main classification is based on how the movement, and not only player movement, is limited in the world and not on the graphical representation of the world. This means that, for example, a computer Chess with splendidly rendered 3D graphics still has a 2D [[Game World]]." + "[[Game Worlds]] can be classified first into continuous and discrete. The movement for the player in a continuous [[Game World]] is at least seemingly fluid and continuous, and in discrete [[Game Worlds]], the movement happens in larger steps. This classification is not clear cut, as it can be argued that every computer [[Game World]] is, in fact, discrete, as the positions and the environment are expressed in digital format. The second categorization concerns the main spatial relationships between the game elements. These basic categories are: linear (or 1D), reticular, 2D and 3D. These categories are orthogonal to the continuous and discrete categorization so that there are eight basic categories (even though the reticular-continuous category is slightly troublesome). Linear [[Game Worlds]] are those in which the movement can happen only in one or two directions. For example, Backgammon and Ludo have linear [[Game Worlds]]. The movement in reticular [[Game Worlds]] can happen only between connected nodes in a graph. The arrangement of different territories in Diplomacy, Hearts of Iron, and many other strategy games is a good example of a reticular [[Game World]]. The 2D [[Game World]] is just what it says: the movement is limited to a two-dimensional plane. Chess's board and Pac-Man's levels are good examples of 2D [[Game Worlds]]. The last category, 3D, is as straightforward as the previous one: the movement is more or less free in all the three dimensions. Note here that the main classification is based on how the movement, and not only player movement, is limited in the world and not on the graphical representation of the world. This means that, for example, a computer Chess with splendidly rendered 3D graphics still has a 2D [[Game World]].", + "Example: Even though the view to the world was in 3D, the [[Game World]] of Wolfenstein 3D still remained two-dimensional [Kent01]." ], "using_the_pattern": [ "The defining features of a [[Game World]] are the spatial relationships between the game elements, which determine what kinds of [[Movement]] actions are possible in the game (see [[Levels]] for details on possible game elements). A designer must first determine if there is a need for the [[Game World]] and then decide based on the desired basic [[Movement]] actions which kind of game worlds would suit the gameplay the best. Another basic decision concerning [[Game Worlds]] is how players should experience them: concretely through [[First-Person Views]] and [[Third-Person Views]] or abstractly through [[Storytelling]].", @@ -68,177 +69,173 @@ "Potentially conflicting with": [] }, "examples": [ - "Even though the view to the world was in 3D, the Game World of Wolfenstein 3D still remained two-dimensional [Kent01]." + "Even though the view to the world was in 3D, the [[Game World]] of Wolfenstein 3D still remained two-dimensional [Kent01]." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Camping", - "file": "Camping" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "God Views", - "file": "GodViews" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Converters", - "file": "Converters" + "name": "Movement", + "file": "Movement" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Levels", + "file": "Levels" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Camping", + "file": "Camping" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Helpers", + "file": "Helpers" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Resources", + "file": "Resources" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Movement", - "file": "Movement" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Tiles", + "file": "Tiles" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Converters", + "file": "Converters" }, { - "name": "Levels", - "file": "Levels" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Construction", - "file": "Construction" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Resources", - "file": "Resources" + "name": "Construction", + "file": "Construction" }, { - "name": "Producers", - "file": "Producers" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "God Views", + "file": "GodViews" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Producers", + "file": "Producers" } ], "pattern_id": "GameWorld", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GameWorld.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GameWorldNavigation.json b/GameWorldNavigation.json index 8e1c0014575c174214c0a2b4567b50e0d55ae0e9..00b4417044e72f179e2a9798373c63a6d602dc9e 100644 --- a/GameWorldNavigation.json +++ b/GameWorldNavigation.json @@ -1,7 +1,10 @@ { "pattern_name": "Game World Navigation", "description": "The action of trying to move from one place in the game to another when the correct way is not obviously apparent.", - "content": [], + "content": [ + "Example: The text-based adventure game Zork made navigation difficult by having non-symmetric routes between locations: Moving north from a place to another did not means that one returned by going south, rather one might have to go west instead.", + "Example: The maze-like levels in Doom and Quake required player to navigate within the environments to move efficiently between all parts of the levels." + ], "using_the_pattern": [ "[[Game World Navigation]] is most common in games with large [[Game Worlds]] and which support [[Spatial Immersion]]. However, games relying on text-based descriptions can have [[Game World Navigation]] and make the action into a [[Puzzle Solving]] one by consciously breaking the [[Consistent Reality Logic]] that moving in one direction and then in the opposite direction brings one back to the starting position.", "The layout of [[Game Worlds]] modulate the[[Right Level of Difficulty]] of navigating and can be made more difficult by [[Movement Limitations]], [[Obstacles]],[[Inaccessible Areas]], and other possibilities for [[Leaps of Faith]], especially if they block players' views to other areas of a [[Game World]]. The navigation can be made easier by the use of [[Outstanding Features]], [[Traces]], [[Clues]], and [[Game State Overview]] in the forms of maps. The division of [[Game Worlds]] into [[Levels]] makes [[Game World Navigation]] easier as smaller areas have to be navigated. [[Privileged Movement]] forms such as flying also makes the navigation easier as players can have better [[Game State Overview]] through different perspectives and may remove problems with [[Obstacles]] and [[Inaccessible Areas]]." @@ -47,80 +50,80 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Leaps of Faith", - "file": "LeapsofFaith" - }, - { - "name": "Exploration", - "file": "Exploration" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Traces", "file": "Traces" }, - { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" - }, { "name": "Obstacles", "file": "Obstacles" }, { - "name": "Clues", - "file": "Clues" - }, - { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Movement", + "file": "Movement" }, { "name": "Movement Limitations", "file": "MovementLimitations" }, { - "name": "Movement", - "file": "Movement" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Game State Overview", + "file": "GameStateOverview" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" + }, + { + "name": "Goal Points", + "file": "GoalPoints" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" + }, + { + "name": "Clues", + "file": "Clues" } ], "pattern_id": "GameWorldNavigation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GameWorldNavigation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GameswithinGames.json b/GameswithinGames.json index dd6ed83761a1751e052d04916abd6b6bbc1db33d..17ad73d03b5a4fd2c8c159ddc5b25f301f609cae 100644 --- a/GameswithinGames.json +++ b/GameswithinGames.json @@ -2,7 +2,9 @@ "pattern_name": "Games within Games", "description": "A game which is played completely within another game.", "content": [ - "[[Games within Games]] are games that are played completely within the framework of another game. This may be because the original games do not have enough tension or excitement without the outer games or because the designs only allow the inner games to be played through the interface of the outer games." + "[[Games within Games]] are games that are played completely within the framework of another game. This may be because the original games do not have enough tension or excitement without the outer games or because the designs only allow the inner games to be played through the interface of the outer games.", + "Example: WarioWare consist of playing a number of small games within the scope of the game. As the smaller games are provided only through the main game, playing the main game is the only way to play the smaller games.", + "Example: Although available as an independent game, the entire game Maniac Mansion could be played by getting to the right location in its sequel Day of the Tentacle." ], "using_the_pattern": [ "[[Games within Games]] can be used to create [[Meta Games]] if [[Trans-Game Information]] is passed between the games or can simply be chances for players to enjoy or experience other games. The former can be required parts of the main game, forcing players to have [[Varied Gameplay]], or be [[Optional Goals]], letting players choose whether they want the offered [[Varied Gameplay]] or not. These optional [[Games within Games]] can be [[Ephemeral Goals]] if they are only available to play for certain periods of time or be [[Easter Eggs]] if their existence is unknown at the beginning of a game session." @@ -35,12 +37,12 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { "name": "Trans-Game Information", @@ -51,28 +53,28 @@ "file": "OptionalGoals" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Easter Eggs", + "file": "EasterEggs" } ], "pattern_id": "GameswithinGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GameswithinGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GeometricRewardsforInvestments.json b/GeometricRewardsforInvestments.json index b1358cdfd10a9e95c905ce1af8a35c066c8c80bc..1b77bf469ade4dec7303f6529d8662fd9460e73c 100644 --- a/GeometricRewardsforInvestments.json +++ b/GeometricRewardsforInvestments.json @@ -2,7 +2,9 @@ "pattern_name": "Geometric Rewards for Investments", "description": "The possible rewards grow in geometric fashion compared to the invested resources, that is, if the investment is doubled the comparable reward is more than doubled.", "content": [ - "[[Geometric Rewards for Investments]] are those rewards in games where the growth of the reward in not linear but instead grows with every resources used to gain them. [[Geometric Rewards for Investments]] discourages players to split resources into several smaller investments in favor of one large investment as the combined rewards of two lesser investments are always smaller than the reward of the larger investment using the same amount of resources." + "[[Geometric Rewards for Investments]] are those rewards in games where the growth of the reward in not linear but instead grows with every resources used to gain them. [[Geometric Rewards for Investments]] discourages players to split resources into several smaller investments in favor of one large investment as the combined rewards of two lesser investments are always smaller than the reward of the larger investment using the same amount of resources.", + "Example: in Tetris the reward in points for removing more than one row at the time increase in geometric fashion.", + "Example: in Bohnanza, a card game involving trade and luck, collecting more similar cards before cashing them in for victory points gives [[Geometric Rewards for Investments]] for some types of cards: 2 points for 2 similar cards, 4 points for 3 similar cards and so on." ], "using_the_pattern": [ "Unlike [[Arithmetic Rewards for Investments]], the functions used for[[Geometric Rewards for Investments]] to determine the relationship between the [[Resources]] and [[Rewards]] of [[Investments]] are not linear. Thereby, these types of [[Investments]] are incompatible with both [[Arithmetic Rewards for Investments]] and [[Diminishing Returns]]. Using [[Geometric Rewards for Investments]] together with increasing the [[Risk/Reward]] factor gives the players more interesting choices, by increasing the uncertainties for getting the [[Reward]]. This can be used as a sort of a player perceived [[Balancing Effect]] where the players who are lagging behind in the progress have a chance to reach the leading players but with the drawback of increased risks. Of course, the leading players can also increase the lead in a similar fashion unless some other kind of [[Balancing Effect]] is introduced, for example, by not allowing the leading players to make these kinds of [[Investments]].", @@ -41,73 +43,69 @@ }, "examples": [ "in Tetris the reward in points for removing more than one row at the time increase in geometric fashion.", - "in Bohnanza, a card game involving trade and luck, collecting more similar cards before cashing them in for victory points gives Geometric Rewards for Investments for some types of cards: 2 points for 2 similar cards, 4 points for 3 similar cards and so on." + "in Bohnanza, a card game involving trade and luck, collecting more similar cards before cashing them in for victory points gives [[Geometric Rewards for Investments]] for some types of cards: 2 points for 2 similar cards, 4 points for 3 similar cards and so on." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Trading", - "file": "Trading" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Investments", + "file": "Investments" }, { - "name": "Tension", - "file": "Tension" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Combos", - "file": "Combos" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Timing", - "file": "Timing" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Investments", - "file": "Investments" + "name": "Trading", + "file": "Trading" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Timing", + "file": "Timing" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Tension", + "file": "Tension" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Combos", + "file": "Combos" } ], "pattern_id": "GeometricRewardsforInvestments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GeometricRewardsforInvestments.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Ghosts.json b/Ghosts.json index cb22b59de40e6f838a84d7efdb49084e333b18b0..3150a6ffe5488b38377bc43279c60826f741eea0 100644 --- a/Ghosts.json +++ b/Ghosts.json @@ -1,7 +1,9 @@ { "pattern_name": "Ghosts", "description": "Ghosts are the overlay of elements and actions from previous game sessions in a current game session so that players can compare their current progress with that of the previous attempts.", - "content": [], + "content": [ + "Example: racing games such as Gran Turismo 3 make use of [[Ghosts]] to let players compare their current play session with earlier ones, or to practice against the optimal path." + ], "using_the_pattern": [ "[[Ghosts]] are mainly used in [[Races]] or other games where the player has a limited overview of the whole game world and where there is little outside influence on players' performance.", "The main design choice affecting player influence on the game's use of [[Ghosts]] is whether players should be allowed to select which game sessions are saved and used as [[Ghosts]] or if this is determined by the game mechanically, i. e. by [[Score]]. Further, the use of [[Ghosts]] can be chosen to only be possible within the same save file, i. e. defining a closed game world, or be shared to other save files as [[Trans-Game Information]]." @@ -25,30 +27,18 @@ "Potentially conflicting with": [] }, "examples": [ - "racing games such as Gran Turismo 3 make use of Ghosts to let players compare their current play session with earlier ones, or to practice against the optimal path." + "racing games such as Gran Turismo 3 make use of [[Ghosts]] to let players compare their current play session with earlier ones, or to practice against the optimal path." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Ghosts", - "file": "Ghosts" - }, - { - "name": "Race", - "file": "Race" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Trans-Game Information", "file": "Trans-GameInformation" }, - { - "name": "Multiplayer Games", - "file": "MultiplayerGames" - }, { "name": "Competition", "file": "Competition" @@ -56,14 +46,22 @@ { "name": "Asynchronous Games", "file": "AsynchronousGames" + }, + { + "name": "Single-Player Games", + "file": "Single-PlayerGames" + }, + { + "name": "Race", + "file": "Race" } ], "pattern_id": "Ghosts", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Ghosts.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GoalIndicators.json b/GoalIndicators.json index 1f4a46deb420671b94279cf7cef35919117ac19f..85b4b54bed912f881ad4c65d079409b604e9a722 100644 --- a/GoalIndicators.json +++ b/GoalIndicators.json @@ -3,7 +3,9 @@ "description": "Players are given information about his current goals in the game.", "content": [ "There are two basic types of [[Goal Indicators]]. The first, the goal statement, is concerned with how players get information about goals in the first place, and the second type of indicators is used to guide or focus players' actions in game play. The difference is, perhaps, most evident in adventure games, such as the Zelda -series, where players are first given the goal, for example \"find the Magic Sword\", and then the position of the goal object is shown on the overview map to guide players.", - "Some games are almost completely unplayable without proper [[Goal Indicators]]. For example, in some of the missions in Grand Theft Auto 3, where the goal object is moving, and the task of the players is to hunt it down, players would be quite certainly lost without the help of indicators in the overhead map." + "Some games are almost completely unplayable without proper [[Goal Indicators]]. For example, in some of the missions in Grand Theft Auto 3, where the goal object is moving, and the task of the players is to hunt it down, players would be quite certainly lost without the help of indicators in the overhead map.", + "Example: in Grand Theft Auto 3 the subgoals in the game are indicated with floating arrows which point out where the goal objects are located. These goals are always connected to a specific game element, for example, to go to a specific place, kill a certain character and so on. The nature of these goals is usually revealed to the player in cut scenes, which are also used to carry the story forward in the game. Players can also check their current goals from a specific goal list.", + "Example: Chess, Backgammon and other classical board games state the goals of players directly in the rules (check-mate the opponent's king, move all the pieces off the board). The position of the opponent's king in Chess and the location of the home base in Backgammon are [[Goal Indicators]], which guide players' actions during the game play." ], "using_the_pattern": [ "[[Goal Indicators]] have many of the same effects on game play as [[Clues]] and both may in many cases be used for the same reasons. In addition, the options available in one pattern are often available in the other. Therefore, the use of [[Goal Indicators]] is best done by considering the options of both patterns.", @@ -39,57 +41,53 @@ }, "examples": [ "in Grand Theft Auto 3 the subgoals in the game are indicated with floating arrows which point out where the goal objects are located. These goals are always connected to a specific game element, for example, to go to a specific place, kill a certain character and so on. The nature of these goals is usually revealed to the player in cut scenes, which are also used to carry the story forward in the game. Players can also check their current goals from a specific goal list.", - "Chess, Backgammon and other classical board games state the goals of players directly in the rules (check-mate the opponent's king, move all the pieces off the board). The position of the opponent's king in Chess and the location of the home base in Backgammon are Goal Indicators, which guide players' actions during the game play." + "Chess, Backgammon and other classical board games state the goals of players directly in the rules (check-mate the opponent's king, move all the pieces off the board). The position of the opponent's king in Chess and the location of the home base in Backgammon are [[Goal Indicators]], which guide players' actions during the game play." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Goal Points", - "file": "GoalPoints" - }, - { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { "name": "Game State Overview", "file": "GameStateOverview" }, + { + "name": "Time Limits", + "file": "TimeLimits" + }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "GoalIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GoalIndicators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GoalPoints.json b/GoalPoints.json index ebb3a0aa5c76ec82a8be34718a492d9d6b7a5fdc..d9037462537f285ce881d9b0a4a848f72b466e01 100644 --- a/GoalPoints.json +++ b/GoalPoints.json @@ -2,7 +2,9 @@ "pattern_name": "Goal Points", "description": "Goal Points are locations in the game world which the players can enter in order to complete a goal.", "content": [ - "In some cases, for example, racing games, it is sufficient to reach the goal by simply entering the [[Goal Point]] while other games require certain other conditions, such as carrying a particular object, for the goal to be fulfilled." + "In some cases, for example, racing games, it is sufficient to reach the goal by simply entering the [[Goal Point]] while other games require certain other conditions, such as carrying a particular object, for the goal to be fulfilled.", + "Example: All racing games, such as the Midtown Madness and Super Monkey Ball series, make use of [[Goal Points]] by having goal lines for completing the race. Reaching the [[Goal Point]] in Super Monkey Ball is the goal for finishing each of the levels.", + "Example: Capture-the-Flag variants of multiplayer first-person shooters, such as in some variants of Quake and Unreal Tournament, have certain areas where the enemy flag has to be delivered for the team to score." ], "using_the_pattern": [ "The choice of using [[Goal Points]] in a game depends strongly on the particular context for the goals (typically [[Traverse]], [[Delivery]] or [[Herd]]) it supports. Defining the location of a [[Goal Point]] in relation to where the pursuit of the goal started is one of the main ways to ensure the [[Right Level of Difficulty]] for that goal. However, these goals do not have to have static locations as [[Goal Points]], and instead of only one [[Goal Point]] there may be several.", @@ -39,70 +41,62 @@ "Potentially conflicting with": [] }, "examples": [ - "All racing games, such as the Midtown Madness and Super Monkey Ball series, make use of Goal Points by having goal lines for completing the race. Reaching the Goal Point in Super Monkey Ball is the goal for finishing each of the levels.", + "All racing games, such as the Midtown Madness and Super Monkey Ball series, make use of [[Goal Points]] by having goal lines for completing the race. Reaching the [[Goal Point]] in Super Monkey Ball is the goal for finishing each of the levels.", "Capture-the-Flag variants of multiplayer first-person shooters, such as in some variants of Quake and Unreal Tournament, have certain areas where the enemy flag has to be delivered for the team to score." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Traverse", + "file": "Traverse" }, { "name": "Exploration", "file": "Exploration" }, { - "name": "Goal Points", - "file": "GoalPoints" - }, - { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Herd", + "file": "Herd" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Delivery", - "file": "Delivery" - }, - { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Goal Point", - "file": "GoalPoints" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Herd", - "file": "Herd" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Gain Ownership", @@ -112,9 +106,9 @@ "pattern_id": "GoalPoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GoalPoints.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/God'sFinger.json b/God'sFinger.json index 71b7f1aa8a7d181446fe9db91cce361b0cc20daa..cf24d6d00120f11b5c368ff4f229df3c19762ffc 100644 --- a/God'sFinger.json +++ b/God'sFinger.json @@ -1,7 +1,10 @@ { "pattern_name": "God's Finger", "description": "A God's Finger is a game element that allows the player to affect the game world, but which cannot be affected by events in the game world itself.", - "content": [], + "content": [ + "Example: many real-time strategy games make use of a [[God's Finger]] in the form of a cursor that is used to select individual units or groups. Similarly, the Sims makes use of a cursor to let players move between the different characters in the game and to manipulate the game world.", + "Example: the cursor in god-game Black & White is literally a [[God's Finger]]." + ], "using_the_pattern": [ "The simplest use of a [[God's Finger]] is to let players navigate the [[Game World]] to select the [[Units]] they wish to use. However, a [[God's Finger]] can act as a [[Focus Loci]] for actions that are independent of [[Units]] or to specify the effect areas of ranged actions, for example, by selecting an area by stating its boundaries. Often the [[God's Finger]] is outside the [[Consistent Reality Logic]] of the game but exceptions are possible, e. g. through using spirits and possessions." ], @@ -23,38 +26,34 @@ ] }, "examples": [ - "many real-time strategy games make use of a God's Finger in the form of a cursor that is used to select individual units or groups. Similarly, the Sims makes use of a cursor to let players move between the different characters in the game and to manipulate the game world.", - "the cursor in god-game Black & White is literally a God's Finger." + "many real-time strategy games make use of a [[God's Finger]] in the form of a cursor that is used to select individual units or groups. Similarly, the Sims makes use of a cursor to let players move between the different characters in the game and to manipulate the game world.", + "the cursor in god-game Black & White is literally a [[God's Finger]]." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "God's Finger", - "file": "God'sFinger" - }, - { - "name": "Units", - "file": "Units" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Focus Loci", "file": "FocusLoci" }, - { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" - }, { "name": "Surprises", "file": "Surprises" + }, + { + "name": "Units", + "file": "Units" } ], "pattern_id": "God'sFinger", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "God'sFinger.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/GodViews.json b/GodViews.json index 6a73f63d1d90a4fbdcddf82c05ea42ff4f14d16e..e97969202ab0f3db8597506d20c1c8cd48c376a3 100644 --- a/GodViews.json +++ b/GodViews.json @@ -2,7 +2,9 @@ "pattern_name": "God Views", "description": "Players are given a view of the game independent of game elements", "content": [ - "Some games do not associate the user's focus of attention in a game with any particular game element. In these games the view the user has of the game is likewise independent of game elements, similar to the omniscience of a [[God Views]]." + "Some games do not associate the user's focus of attention in a game with any particular game element. In these games the view the user has of the game is likewise independent of game elements, similar to the omniscience of a [[God Views]].", + "Example: SimCity allows players to move around the city without having to consider the locations of any individual game element such as cars or pedestrians.", + "Example: Populous, as an example of a god game unsurprisingly provides players with [[God Views.]]" ], "using_the_pattern": [ "Similar to [[Third-Person Views,]] games with [[God Views]] that require [[Imperfect Information]] about the terrain in the [[Game World]] must either use [[Fog of War]] or divide the game area into sections. The use of [[God Views]] does not have to be omnipotent; the view of a [[Game World]] can easily be restricted by restricting the movement and direction of the [[Camera]] use to provide the [[God View]]." @@ -35,69 +37,65 @@ }, "examples": [ "SimCity allows players to move around the city without having to consider the locations of any individual game element such as cars or pedestrians.", - "Populous, as an example of a god game unsurprisingly provides players with God Views." + "Populous, as an example of a god game unsurprisingly provides players with [[God Views.]]" ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { "name": "Avatars", "file": "Avatars" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Game State Overview", + "file": "GameStateOverview" }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "God Views.", - "file": "GodViews" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "GodViews", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "GodViews.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Guard.json b/Guard.json index 70b0280481e1dd09d01db40d98ea732443202a55..9e9e32b0756b11d990b42b842794c21da984bbe9 100644 --- a/Guard.json +++ b/Guard.json @@ -2,7 +2,9 @@ "pattern_name": "Guard", "description": "Guard is the goal to hinder other players or game elements from accessing a particular area in the game or a particular game element.", "content": [ - "The nature of a [[Guard]] goal may range from simply detecting when another play is actively trying to achieve the goal, for example being within a certain prohibited area, to actively trying to preempt the other player's actions. This blocking of another player's goal may be of an ephemeral nature, e. g., standing in a doorway when there are other doorways, or it may be more permanent, such as killing the player's [[Avatar]] so the player is out of the game." + "The nature of a [[Guard]] goal may range from simply detecting when another play is actively trying to achieve the goal, for example being within a certain prohibited area, to actively trying to preempt the other player's actions. This blocking of another player's goal may be of an ephemeral nature, e. g., standing in a doorway when there are other doorways, or it may be more permanent, such as killing the player's [[Avatar]] so the player is out of the game.", + "Example: The goalkeeper in Soccer must [[Guard]] the team's goal so that the ball does not enter it.", + "Example: Chess and Stratego are games that one loses if one fails the mission to guard a specific game element: the king in Chess and the flag in Stratego." ], "using_the_pattern": [ "Creating a [[Guard]] goal consists of two components: choosing the objective to be guarded and the means by which the objective can be guarded. A [[Guard]] goal may be made easier through the use of [[Alarms]] to give the [[Right Level of Difficulty]].", @@ -39,22 +41,26 @@ "Potentially conflicting with": [] }, "examples": [ - "The goalkeeper in Soccer must Guard the team's goal so that the ball does not enter it.", + "The goalkeeper in Soccer must [[Guard]] the team's goal so that the ball does not enter it.", "Chess and Stratego are games that one loses if one fails the mission to guard a specific game element: the king in Chess and the flag in Stratego." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Guard", - "file": "Guard" + "name": "Camping", + "file": "Camping" }, { "name": "Ownership", "file": "Ownership" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Risk/Reward", + "file": "RiskReward" + }, + { + "name": "Fog of War", + "file": "FogofWar" }, { "name": "Stealth", @@ -64,49 +70,41 @@ "name": "Preventing Goals", "file": "PreventingGoals" }, - { - "name": "King of the Hill", - "file": "KingoftheHill" - }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, - { - "name": "Continuous Goals", - "file": "ContinuousGoals" - }, { "name": "Strategic Locations", "file": "StrategicLocations" }, { - "name": "Camping", - "file": "Camping" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "King of the Hill", + "file": "KingoftheHill" } ], "pattern_id": "Guard", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780320", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Guard.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Handicaps.json b/Handicaps.json index aed20f2607f7818c7e56b11ce4da6836ea31ba44..3f9611f8e8bfe7878e83c2a39fd02b397789cba7 100644 --- a/Handicaps.json +++ b/Handicaps.json @@ -2,7 +2,10 @@ "pattern_name": "Handicaps", "description": "Making gameplay easier for certain players in order to make all players have the same chance to succeed.", "content": [ - "In some games, players may be aware of differences in their playing skills. In order to make the outcome as uncertain as possible within the game rules and thereby more interesting, players may decide on [[Handicaps]]. These either make some actions easier for some players or allow those players other advantages so that the greater skills of other players are balanced and all players have equal chance of succeeding in the game." + "In some games, players may be aware of differences in their playing skills. In order to make the outcome as uncertain as possible within the game rules and thereby more interesting, players may decide on [[Handicaps]]. These either make some actions easier for some players or allow those players other advantages so that the greater skills of other players are balanced and all players have equal chance of succeeding in the game.", + "Example: Fighting games such as the Tekken or those of the Dead or Alive series allow players to choose starting health by percentage, for example 80\\% or 140\\%. This allows one player to have a handicap against another player.", + "Example: Golf is one of the most well-known sports to make use of [[Handicap]]. In this case, the [[Handicap]] does not only serve to equal gameplay but also to indicate mastery of the sport.", + "Example: Go uses a [[Handicap]] system of allowing the weaker player to place a certain number of stones in the handicap points before the actual game begins in such a way that both players are challenged while playing." ], "using_the_pattern": [ "Providing [[Handicaps]] for players can either be done by making it possible to set individual Right Levels of Difficulty (possibly by changing the skills of [[Agents]]), giving certain players more [[Resources]] or abilities (where differences in [[Non-Renewable Resources]] give greater [[Handicaps]] that other [[Resources]]), or limiting or ignoring negative consequences for certain players. Being able to change the [[Resources]] in a game with a [[Game World]] makes the game one with a [[Reconfigurable Game World]], although the differences in configurations may not be that large from a structural point.", @@ -49,110 +52,106 @@ }, "examples": [ "Fighting games such as the Tekken or those of the Dead or Alive series allow players to choose starting health by percentage, for example 80\\% or 140\\%. This allows one player to have a handicap against another player.", - "Golf is one of the most well-known sports to make use of Handicap. In this case, the Handicap does not only serve to equal gameplay but also to indicate mastery of the sport.", - "Go uses a Handicap system of allowing the weaker player to place a certain number of stones in the handicap points before the actual game begins in such a way that both players are challenged while playing." + "Golf is one of the most well-known sports to make use of [[Handicap]]. In this case, the [[Handicap]] does not only serve to equal gameplay but also to indicate mastery of the sport.", + "Go uses a [[Handicap]] system of allowing the weaker player to place a certain number of stones in the handicap points before the actual game begins in such a way that both players are challenged while playing." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Team Balance", - "file": "TeamBalance" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" - }, - { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Score", + "file": "Score" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Skills", - "file": "Skills" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Symmetry", "file": "Symmetry" }, { - "name": "Agents", - "file": "Agents" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Skills", + "file": "Skills" }, { - "name": "Handicap", - "file": "Handicaps" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Race", - "file": "Race" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Resources", + "file": "Resources" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Race", + "file": "Race" + }, + { + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Resources", - "file": "Resources" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Agents", + "file": "Agents" }, { - "name": "Score", - "file": "Score" + "name": "Meta Games", + "file": "MetaGames" } ], "pattern_id": "Handicaps", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Handicaps.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Handles.json b/Handles.json index 6bb0578d01656c69e0aaef4a6185909711b1f8ca..7ea0a9de5ba047ae5921c7f0ebf85ae3996f0935 100644 --- a/Handles.json +++ b/Handles.json @@ -2,7 +2,9 @@ "pattern_name": "Handles", "description": "The players are identified in the game instance, and sometimes between game instances, by short names or other at least somewhat unique identifiers.", "content": [ - "The players are often free to choose their own [[Handles]], unless there already are similar [[Handles]] in the game. The requirement of a unique identifier within a game instance is usually quite strict, even if the game system itself does not guarantee the uniqueness of the [[Handle]]. The same applies to more persistent [[Handles]] between game instances." + "The players are often free to choose their own [[Handles]], unless there already are similar [[Handles]] in the game. The requirement of a unique identifier within a game instance is usually quite strict, even if the game system itself does not guarantee the uniqueness of the [[Handle]]. The same applies to more persistent [[Handles]] between game instances.", + "Example: Asteroids and many, if not most, other arcade games have highscore lists where the players can leave their short nick-names if they perform well enough in the game. The players can enter any [[Handle]] in the highscore list, but it is often considered quite impolite to use the same [[Handle]] as someone else.", + "Example: online multiplayer first-person shooters let the players enter names for their avatars. These [[Handles]] are used to measure and compare the performance of the individual players and in team-oriented games also to identify the other team-members. The [[Handles]] are not necessarily persistent from the game system point of view, but often there are sometimes severe penalties for players who try to pose as other players." ], "using_the_pattern": [ "The [[Handles]] in many cases are just short free-form pieces of text but can be linked not only to players but to whole [[Characters]]. The classic limit of three characters per [[Handle]] is sometimes still used in current arcade games. Games with predefined roles for the players can let the players select their [[Handles]] from a predefined list. In these cases the [[Handle]] is also used to identify the players' different roles and abilities in the game. Online games for children, such as ToonTown, let the players compose their [[Handles]] from predefined list of words to avoid the possibility of obscene [[Handles]]. [[Handles]] can carry also extra information about the players, for example, their [[Social Status]] or if they belong to a [[Social Organizations]] such as clans or guilds." @@ -30,42 +32,30 @@ "Potentially conflicting with": [] }, "examples": [ - "Asteroids and many, if not most, other arcade games have highscore lists where the players can leave their short nick-names if they perform well enough in the game. The players can enter any Handle in the highscore list, but it is often considered quite impolite to use the same Handle as someone else.", - "online multiplayer first-person shooters let the players enter names for their avatars. These Handles are used to measure and compare the performance of the individual players and in team-oriented games also to identify the other team-members. The Handles are not necessarily persistent from the game system point of view, but often there are sometimes severe penalties for players who try to pose as other players." + "Asteroids and many, if not most, other arcade games have highscore lists where the players can leave their short nick-names if they perform well enough in the game. The players can enter any [[Handle]] in the highscore list, but it is often considered quite impolite to use the same [[Handle]] as someone else.", + "online multiplayer first-person shooters let the players enter names for their avatars. These [[Handles]] are used to measure and compare the performance of the individual players and in team-oriented games also to identify the other team-members. The [[Handles]] are not necessarily persistent from the game system point of view, but often there are sometimes severe penalties for players who try to pose as other players." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Handle", - "file": "Handles" - }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Characters", - "file": "Characters" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Identification", "file": "Identification" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Emotional Immersion", @@ -76,16 +66,20 @@ "file": "PersistentGameWorlds" }, { - "name": "Handles", - "file": "Handles" + "name": "Characters", + "file": "Characters" + }, + { + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "Handles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Handles.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Helpers.json b/Helpers.json index 5e537cfc16637e7d5674866568e36329b79b39e5..020cc40003dbeb5ed8ad82987236bac7901391b5 100644 --- a/Helpers.json +++ b/Helpers.json @@ -1,7 +1,10 @@ { "pattern_name": "Helpers", "description": "Helpers are game elements that support the players in completing goals by giving advice or by performing actions which the players are not able to perform. They are not under any players' control, and typically do not move around in the game world.", - "content": [], + "content": [ + "Example: the rumor spreading non-player characters in Ultima series are sometimes directly and sometimes indirectly giving the player advice on how to progress in the game.", + "Example: each of the games in The Legend of Zelda series contains several helpers from helpful grandmothers to talking boats." + ], "using_the_pattern": [ "The [[Helpers]] pattern is a direct subpattern of [[Clues]], and as such the design choices relevant to [[Clues]] are relevant to [[Helpers]]. However, as [[Helpers]] typically are represented as living creatures, they may provide different [[Indirect Information]] when interacted with several times. This may range from simply rotating through a couple of answers to provide variation to providing new pieces of information when the previous goals have been completed. Further, game designer have to determine if the players can modify the reaction of [[Helpers]] by their actions, e. g. gifts, bribes, threats, or direct attacks. Sometimes [[Helpers]] can also act as [[Tools]], for example, the Lion Boat in The Legend of Zelda: Wind Waker is also the player's main means of transportation. Helpers can be used to create [[Red Herrings]] for the players as the information they provide is rarely [[Direct Information]] about the game state.", "Game elements can change roles between being [[Helpers]] and [[Units]] due to the actions of the player, and this can be used to create new subgoals for the player. For example, in Baldur's Gate the player can talk to many non-player characters in the game, but some these characters can also be invited to the player's adventuring party, effectively changing their status from being a [[Helper]] to being a [[Unit]]." @@ -43,33 +46,25 @@ "file": "Controllers" }, { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Levels", - "file": "Levels" - }, - { - "name": "Tools", - "file": "Tools" - }, - { - "name": "Clues", - "file": "Clues" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { "name": "Direct Information", "file": "DirectInformation" }, - { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" - }, { "name": "Red Herrings", "file": "RedHerrings" }, + { + "name": "Levels", + "file": "Levels" + }, + { + "name": "Tools", + "file": "Tools" + }, { "name": "Smooth Learning Curves", "file": "SmoothLearningCurves" @@ -77,14 +72,22 @@ { "name": "Indirect Information", "file": "IndirectInformation" + }, + { + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Clues", + "file": "Clues" } ], "pattern_id": "Helpers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Helpers.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Herd.json b/Herd.json index f03c6102610cbea7ef7217ae87a64705070972e3..90dfbf7ebabd777c8a1713ad9c8202d90a3390fa 100644 --- a/Herd.json +++ b/Herd.json @@ -2,7 +2,9 @@ "pattern_name": "Herd", "description": "Moving a game element to a location in the game without directly interacting with it.", "content": [ - "[[Herd]] is the goal of making a game element be in a certain location in the game where the movement of the game element cannot be directly control, as for example game element are when being carried." + "[[Herd]] is the goal of making a game element be in a certain location in the game where the movement of the game element cannot be directly control, as for example game element are when being carried.", + "Example: Pool is an example of herding where players only have one point of control, the cue ball.", + "Example: Populous allows players to place markers in the game world which make all the people under the player's control move towards the marker." ], "using_the_pattern": [ "There are three primary design choices when creating a [[Herd]] goal: what to [[Herd]], how the herding is done, and the choice of [[Goal Point]], i. e. where to [[Herd]] the game element that is herded.", @@ -41,25 +43,21 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Collecting", - "file": "Collecting" - }, - { - "name": "Goal Points", - "file": "GoalPoints" - }, { "name": "Indirect Control", "file": "IndirectControl" }, + { + "name": "Contact", + "file": "Contact" + }, { "name": "Traverse", "file": "Traverse" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Movement", + "file": "Movement" }, { "name": "Stealth", @@ -70,24 +68,28 @@ "file": "PreventingGoals" }, { - "name": "Movement", - "file": "Movement" - }, - { - "name": "Contact", - "file": "Contact" + "name": "Collecting", + "file": "Collecting" }, { "name": "Delivery", "file": "Delivery" + }, + { + "name": "Goal Points", + "file": "GoalPoints" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "Herd", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780269", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Herd.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/HierarchyofGoals.json b/HierarchyofGoals.json index cd131dca46df1b53c32876c9cd32f02b8cfe82fc..7d33c52f253214e57154d7dafb5e0d5ee20cbae2 100644 --- a/HierarchyofGoals.json +++ b/HierarchyofGoals.json @@ -4,7 +4,10 @@ "content": [ "The goals of many games are structured hierarchically, either explicitly using the components of the game or implicitly by having perceivable closures whose fulfillment can easily be seen to promote the main goal of the game. Single rounds of Heads and Tails or [[Paper-Rock-Scissor]] (without external [[Rewards]] or [[Penalties]]) do not have a[[Hierarchy of Goals]] but otherwise this pattern is present in virtually every game.", "In games with Hierarchies of Goals, players have to complete at least some of the low-level subgoals in order to proceed. This can be used to increase the value of closures in a game; the closure of a goal has a greater value if the fulfillment is seen as being part of completing a larger goal.", - "The topology of the hierarchy of goals can vary from a simple linear sequence or a tree to a complex network. The player does not necessarily have full knowledge of the hierarchy at the beginning of the game, but it is usually revealed stage by stage as the gameplay progresses. This gradual revealing of the goal hierarchies is often used in adventure and roleplaying games where the player is given new tasks or quests after completion of the previous one, revealing the total goal hierarchy one goal at the time. One version of this is when the player first knows only the overarching goal (defeat the evil overlord for example) at the beginning and the subgoals are presented to the player one at a time as the player progresses in the [[Hierarchy of Goals]]." + "The topology of the hierarchy of goals can vary from a simple linear sequence or a tree to a complex network. The player does not necessarily have full knowledge of the hierarchy at the beginning of the game, but it is usually revealed stage by stage as the gameplay progresses. This gradual revealing of the goal hierarchies is often used in adventure and roleplaying games where the player is given new tasks or quests after completion of the previous one, revealing the total goal hierarchy one goal at the time. One version of this is when the player first knows only the overarching goal (defeat the evil overlord for example) at the beginning and the subgoals are presented to the player one at a time as the player progresses in the [[Hierarchy of Goals]].", + "Example: A good example of a [[Hierarchy of Goals]] can be found in Zelda: A Link to the Past. At the start, Link is given the task of rescuing princess Zelda from the castle. After accomplishing this, Link is presented with a more elaborate quest of overcoming the evil wizard Agahnim. The subgoals of this task, such as freeing the seven maidens, are gradually revealed to the player during the gameplay and, near the end of the game, it is revealed that it is not Agahnim, but Ganon from the Dark World, that Link has to overcome.", + "Example: Chess can be seen as a loosely defined implicit [[Hierarchy of Goals]]. No pieces need to be captured from the opponent, nor any strategic locations occupied, to be able to checkmate the opponent's king. However, it does make the goal of checkmating easier, and nearly all players focus on achieving these subgoals before attempting to achieve the main goal.", + "Example: The rough goal hierarchy in Pac-Man is as follows: eat the pills while avoiding the ghosts, get the power pill while avoiding the ghosts, chase the ghosts or eat the pills while under the influence of the power-pill, finish levels by taking all pills on each level, and finally get into the high score list." ], "using_the_pattern": [ "The hierarchy can be established in different ways. The simplest one is a hierarchy of [[Collection]] where each low-level goal needs to be achieved by [[Collecting]] actions before the high-level goal can be completed, e. g., in Pac-Man where all pills must to be eaten to progress to the next level, but the completion of as many levels as possible is still the main goal. Also, the simplest method of completing the [[Collection]] is to force a rigid linear sequence as is the case in almost all single-player modes of shoot-'em-ups.", @@ -46,8 +49,8 @@ ] }, "examples": [ - "A good example of a Hierarchy of Goals can be found in Zelda: A Link to the Past. At the start, Link is given the task of rescuing princess Zelda from the castle. After accomplishing this, Link is presented with a more elaborate quest of overcoming the evil wizard Agahnim. The subgoals of this task, such as freeing the seven maidens, are gradually revealed to the player during the gameplay and, near the end of the game, it is revealed that it is not Agahnim, but Ganon from the Dark World, that Link has to overcome.", - "Chess can be seen as a loosely defined implicit Hierarchy of Goals. No pieces need to be captured from the opponent, nor any strategic locations occupied, to be able to checkmate the opponent's king. However, it does make the goal of checkmating easier, and nearly all players focus on achieving these subgoals before attempting to achieve the main goal.", + "A good example of a [[Hierarchy of Goals]] can be found in Zelda: A Link to the Past. At the start, Link is given the task of rescuing princess Zelda from the castle. After accomplishing this, Link is presented with a more elaborate quest of overcoming the evil wizard Agahnim. The subgoals of this task, such as freeing the seven maidens, are gradually revealed to the player during the gameplay and, near the end of the game, it is revealed that it is not Agahnim, but Ganon from the Dark World, that Link has to overcome.", + "Chess can be seen as a loosely defined implicit [[Hierarchy of Goals]]. No pieces need to be captured from the opponent, nor any strategic locations occupied, to be able to checkmate the opponent's king. However, it does make the goal of checkmating easier, and nearly all players focus on achieving these subgoals before attempting to achieve the main goal.", "The rough goal hierarchy in Pac-Man is as follows: eat the pills while avoiding the ghosts, get the power pill while avoiding the ghosts, chase the ghosts or eat the pills while under the influence of the power-pill, finish levels by taking all pills on each level, and finally get into the high score list." ], "label": "12. Game Design Patterns for Goal Structures", @@ -57,80 +60,76 @@ "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { "name": "Save Points", "file": "SavePoints" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Quick Games", + "file": "QuickGames" }, { "name": "Tournaments", "file": "Tournaments" - }, - { - "name": "Continuous Goals", - "file": "ContinuousGoals" } ], "pattern_id": "HierarchyofGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "HierarchyofGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/HighScoreLists.json b/HighScoreLists.json index 05a8f26bf252a55016de0b5f8e9584c2affd0b72..e1c9ced80ea6360ee1ce439914a6222302832496 100644 --- a/HighScoreLists.json +++ b/HighScoreLists.json @@ -1,7 +1,9 @@ { "pattern_name": "High Score Lists", "description": "High Score lists give players the chance to rank themselves against other players who have previously played the game.", - "content": [], + "content": [ + "Example: The first arcade game to have [[High Score Lists]] was Asteroids. The player who achieves a high enough score compared to the other players of the same machine is allowed to enter his initials to be displayed in the [[High Score List]]." + ], "using_the_pattern": [ "The use of [[High Score Lists]] is fairly standardized, with the main design choices being the number of [[Scores]] saved in the [[High Score List]] and how [[Handles]] are supported. Most [[High Score Lists]] make use of [[Handles]] so that the players can identify their own scores and know that other players can recognize them. Since [[High Score Lists]] typically are ordered, they need [[Tiebreakers]] or have to be explicitly designed to allow several players with [[Tied Results]] to be displayed as completely equal.", "The use of [[Ghosts]] can be seen as a form of [[High Score List]] that allows players to judge their progress against other performances, as well as their own individual performances, in previous game sessions while playing the game." @@ -29,61 +31,53 @@ "Potentially conflicting with": [] }, "examples": [ - "The first arcade game to have High Score Lists was Asteroids. The player who achieves a high enough score compared to the other players of the same machine is allowed to enter his initials to be displayed in the High Score List." + "The first arcade game to have [[High Score Lists]] was Asteroids. The player who achieves a high enough score compared to the other players of the same machine is allowed to enter his initials to be displayed in the [[High Score List]]." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Single-Player Games", "file": "Single-PlayerGames" }, { - "name": "Meta Games", - "file": "MetaGames" - }, - { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "High Score List", - "file": "HighScoreLists" + "name": "Social Statuses", + "file": "SocialStatuses" }, { "name": "Tied Results", "file": "TiedResults" }, { - "name": "Game Mastery", - "file": "GameMastery" - }, - { - "name": "Replayability", - "file": "Replayability" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "HighScoreLists", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "HighScoreLists.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Higher-LevelClosuresasGameplayProgresses.json b/Higher-LevelClosuresasGameplayProgresses.json index 60f7653854ae50d729078e7ad16f56ca60f82323..714d2f315a8354f421c8b9824aa8dcc33eabf9b8 100644 --- a/Higher-LevelClosuresasGameplayProgresses.json +++ b/Higher-LevelClosuresasGameplayProgresses.json @@ -2,7 +2,9 @@ "pattern_name": "Higher-Level Closures as Gameplay Progresses", "description": "Closures that occur progressively become more important as the game is played.", "content": [ - "Having [[Higher-Level Closures as Gameplay Progresses]] is a way to ensure that gameplay can vary and continue to be exciting or challenging. The closures can become more important either because they represent the completion of more difficult challenges or because their completion has greater effect on the game state or the game story." + "Having [[Higher-Level Closures as Gameplay Progresses]] is a way to ensure that gameplay can vary and continue to be exciting or challenging. The closures can become more important either because they represent the completion of more difficult challenges or because their completion has greater effect on the game state or the game story.", + "Example: [[Boss Monsters]] in single-player first-person shooters are classic examples of how the enemy met at the end of a level can provide a stronger closure than the earlier enemies.", + "Example: The first stones placed in Go are extremely important for the development of every game session but do not represent high-level closures, as their impact on the game is still uncertain. Examples of higher-level closures in Go are instead when groups become with absolute certainty dead through the opponents actions or become alive through gaining two eyes or connecting to another living group." ], "using_the_pattern": [ "Common ways of creating [[Higher-Level Closures as Gameplay Progresses]] are through Hierarchies of Goals, as can for example be found in [[Tournaments]] and especially in those primarily concerned with [[Combat]] or other [[Overcome]] goals. Other ways are using the same goal several times but making the consequences of succeeding or failing the goal more important each time, for example by having [[Non-Renewable Resources]] or using [[Balancing Effects]] to make important outcomes be decided near the end of game sessions. Examples of this latter way are [[Eliminate]], [[Capture]],[[Collections]], and [[Last Man Standing]] goals where simply fewer goal objectives, and thereby a more [[Limited Set of Actions]], make the closure more important.", @@ -40,42 +42,22 @@ "Potentially conflicting with": [] }, "examples": [ - "Boss Monsters in single-player first-person shooters are classic examples of how the enemy met at the end of a level can provide a stronger closure than the earlier enemies.", + "[[Boss Monsters]] in single-player first-person shooters are classic examples of how the enemy met at the end of a level can provide a stronger closure than the earlier enemies.", "The first stones placed in Go are extremely important for the development of every game session but do not represent high-level closures, as their impact on the game is still uncertain. Examples of higher-level closures in Go are instead when groups become with absolute certainty dead through the opponents actions or become alive through gaining two eyes or connecting to another living group." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" - }, - { - "name": "Eliminate", - "file": "Eliminate" - }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, - { - "name": "Last Man Standing", - "file": "LastManStanding" - }, { "name": "Empowerment", "file": "Empowerment" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { "name": "Closure Points", @@ -90,32 +72,52 @@ "file": "BossMonsters" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" - }, - { - "name": "Overcome", - "file": "Overcome" + "name": "Eliminate", + "file": "Eliminate" }, { "name": "Combat", "file": "Combat" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" + }, + { + "name": "Last Man Standing", + "file": "LastManStanding" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Non-Renewable Resources", "file": "Non-RenewableResources" + }, + { + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" + }, + { + "name": "Overcome", + "file": "Overcome" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Balancing Effects", + "file": "BalancingEffects" } ], "pattern_id": "Higher-LevelClosuresasGameplayProgresses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Higher-LevelClosuresasGameplayProgresses.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/HoveringClosures.json b/HoveringClosures.json index 1b0c1ba92dba58d52d0c634a22bfa8ed7971ef1c..cb578b5a257fb30a4e3fe49b79762f16246a881a 100644 --- a/HoveringClosures.json +++ b/HoveringClosures.json @@ -2,7 +2,10 @@ "pattern_name": "Hovering Closures", "description": "Events that are about to occur and can clearly be observed by players.", "content": [ - "Many events that may but have not yet occurred in games can be foreseen by players and give them experiences of [[Hovering Closures]]. These closures may be used by the players to plan their actions: players may intentionally try to increase the chances of [[Hovering Closures]] that are perceived as positive or simply allowed to occur, while closures with negative consequences may be acted against." + "Many events that may but have not yet occurred in games can be foreseen by players and give them experiences of [[Hovering Closures]]. These closures may be used by the players to plan their actions: players may intentionally try to increase the chances of [[Hovering Closures]] that are perceived as positive or simply allowed to occur, while closures with negative consequences may be acted against.", + "Example: Auctions in games are examples of [[Hovering Closures]] where one outcome is clearly perceived by the players, but this outcome can be changed by additional bids.", + "Example: Races nearing the finishing lines give strong [[Hovering Closures]] as the outcome is often predictable but still requires players to continue moving.", + "Example: Leaving an opening for specific blocks in Tetris usually create strong [[Hovering Closures.]]" ], "using_the_pattern": [ "Designed [[Hovering Closures]] can either be [[Ultra-Powerful Events]] or [[Interruptible Actions]] depending on whether players are supposed to have [[Illusion of Influence]] and a [[Perceived Chance to Succeed]]. The most common ways to create [[Hovering Closures]] are [[Delayed Reciprocity]], various goals based upon [[Symmetry]] or [[Configuration]], or [[Extended Actions]] with [[Time Limits]]. [[Progress Indicators]] are explicit [[Hovering Closures]], which are part of the game design.", @@ -46,111 +49,103 @@ ] }, "examples": [ - "Auctions in games are examples of Hovering Closures where one outcome is clearly perceived by the players, but this outcome can be changed by additional bids.", - "Races nearing the finishing lines give strong Hovering Closures as the outcome is often predictable but still requires players to continue moving.", - "Leaving an opening for specific blocks in Tetris usually create strong Hovering Closures." + "Auctions in games are examples of [[Hovering Closures]] where one outcome is clearly perceived by the players, but this outcome can be changed by additional bids.", + "Races nearing the finishing lines give strong [[Hovering Closures]] as the outcome is often predictable but still requires players to continue moving.", + "Leaving an opening for specific blocks in Tetris usually create strong [[Hovering Closures.]]" ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Symmetry", + "file": "Symmetry" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Levels", + "file": "Levels" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Hovering Closures.", - "file": "HoveringClosures" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Ultra-Powerful Events", "file": "Ultra-PowerfulEvents" }, { - "name": "Levels", - "file": "Levels" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Turn Taking", + "file": "TurnTaking" + }, + { + "name": "Betting", + "file": "Betting" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" - }, - { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "HoveringClosures", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "HoveringClosures.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Identification.json b/Identification.json index 5e067057148ae6c81995bf08a116b229f678f9cc..a30b312070ffb4b898c01c61af8a0acdcbc92eaf 100644 --- a/Identification.json +++ b/Identification.json @@ -2,7 +2,10 @@ "pattern_name": "Identification", "description": "The characters or parts of the game with which players identify.", "content": [ - "For players to feel any attachment to a game, they need something within the game to care about. This does not have to be a concrete game element but can just as well be a goal or type of action, but these also need some concrete game element through which players can try to achieve the goals or actions. Thereby, players need to have some game elements that they have [[Identification]] with so that they can plan or experience the gameplay through them." + "For players to feel any attachment to a game, they need something within the game to care about. This does not have to be a concrete game element but can just as well be a goal or type of action, but these also need some concrete game element through which players can try to achieve the goals or actions. Thereby, players need to have some game elements that they have [[Identification]] with so that they can plan or experience the gameplay through them.", + "Example: Although players themselves do not feel emotional [[Identification]] with their king in Chess, the events affecting the king affect the players' gameplay, and the opponent probably identifies the king with the other player.", + "Example: Many of the [[Avatars]] controlled in games playable by children are small compared to the other inhabitants in the games, especially the enemies. This offers children a view within the game that at least regarding size compares to how they experience the real world.", + "Example: When playing Europa Universalis II or Civilization players do not have [[Identification]] with individual characters; rather they can identify with countries or cultures." ], "using_the_pattern": [ "[[Identification]] is easily created by using [[Characters]] and [[Avatars]] in games that players control. This form of [[Identification]] can be further strengthened by allowing players [[Creative Control]] of the appearance and abilities of the [[Characters]] as well as linking [[Ownership]] to them.", @@ -47,115 +50,107 @@ "Potentially conflicting with": [] }, "examples": [ - "Although players themselves do not feel emotional Identification with their king in Chess, the events affecting the king affect the players' gameplay, and the opponent probably identifies the king with the other player.", - "Many of the Avatars controlled in games playable by children are small compared to the other inhabitants in the games, especially the enemies. This offers children a view within the game that at least regarding size compares to how they experience the real world.", - "When playing Europa Universalis II or Civilization players do not have Identification with individual characters; rather they can identify with countries or cultures." + "Although players themselves do not feel emotional [[Identification]] with their king in Chess, the events affecting the king affect the players' gameplay, and the opponent probably identifies the king with the other player.", + "Many of the [[Avatars]] controlled in games playable by children are small compared to the other inhabitants in the games, especially the enemies. This offers children a view within the game that at least regarding size compares to how they experience the real world.", + "When playing Europa Universalis II or Civilization players do not have [[Identification]] with individual characters; rather they can identify with countries or cultures." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" - }, - { - "name": "Handles", - "file": "Handles" - }, - { - "name": "Alternative Reality", - "file": "AlternativeReality" - }, - { - "name": "Avatars", - "file": "Avatars" - }, - { - "name": "Characters", - "file": "Characters" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Tension", "file": "Tension" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Handles", + "file": "Handles" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Consistent Reality Logic", "file": "ConsistentRealityLogic" }, { - "name": "Creative Control", - "file": "CreativeControl" - }, - { - "name": "Surprises", - "file": "Surprises" + "name": "Penalties", + "file": "Penalties" }, { "name": "Enemies", "file": "Enemies" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Alternative Reality", + "file": "AlternativeReality" + }, + { + "name": "Emotional Immersion", + "file": "EmotionalImmersion" + }, + { + "name": "Characters", + "file": "Characters" }, { "name": "Roleplaying", "file": "Roleplaying" }, { - "name": "Identification", - "file": "Identification" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "Identification", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Identification.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IllusionaryRewards.json b/IllusionaryRewards.json index 522907250e50e67621a176986bef59e97d65bee9..89eae943cbd6491b5bad967261ff0c39761bf7bb 100644 --- a/IllusionaryRewards.json +++ b/IllusionaryRewards.json @@ -2,7 +2,10 @@ "pattern_name": "Illusionary Rewards", "description": "The player receives something that is perceived as a reward but does not quantifiably help in completing a formalized goal in the game as expressed by the game state.", "content": [ - "Some [[Rewards]] gained in games do not actually provide players with any substantial gameplay advantages, but when they still are perceived by the players as a reward, these types of [[Rewards]] can be called [[Illusionary Rewards]]. Examples include becoming invincible to a type of monster that doesn't exist, getting mines in a racing game when one is last and no one will pass that part of the track again, and finding game objects that cannot be used for anything in the game except for carrying around." + "Some [[Rewards]] gained in games do not actually provide players with any substantial gameplay advantages, but when they still are perceived by the players as a reward, these types of [[Rewards]] can be called [[Illusionary Rewards]]. Examples include becoming invincible to a type of monster that doesn't exist, getting mines in a racing game when one is last and no one will pass that part of the track again, and finding game objects that cannot be used for anything in the game except for carrying around.", + "Example: All effect of character actions in The Sims can be [[Illusionary Rewards]], since there is no formalized goal in the game. However, these [[Rewards]] are the very essence of gameplay: players have either set their own goals based on the [[Rewards]] or the [[Rewards]] provide entertainment when they occur unplanned.", + "Example: Some games allow players to unlock new outfits for the [[Avatars]] they control. This does not change the gameplay itself but is still perceived as a [[Reward]] since it offers some novelty and can be shown to other people.", + "Example: Collecting all stars in Super Mario Sunshine is not required to complete the game but doing so, even after completing the goal of the game, can give players satisfaction and be used to compare one's skill and dedication to the game with other players." ], "using_the_pattern": [ "[[Illusionary Rewards]] can either be intentionally created or be the effect of games where not all actions are tightly linked to the completion of a goal.", @@ -47,119 +50,103 @@ "Potentially conflicting with": [] }, "examples": [ - "All effect of character actions in The Sims can be Illusionary Rewards, since there is no formalized goal in the game. However, these Rewards are the very essence of gameplay: players have either set their own goals based on the Rewards or the Rewards provide entertainment when they occur unplanned.", - "Some games allow players to unlock new outfits for the Avatars they control. This does not change the gameplay itself but is still perceived as a Reward since it offers some novelty and can be shown to other people.", + "All effect of character actions in The Sims can be [[Illusionary Rewards]], since there is no formalized goal in the game. However, these [[Rewards]] are the very essence of gameplay: players have either set their own goals based on the [[Rewards]] or the [[Rewards]] provide entertainment when they occur unplanned.", + "Some games allow players to unlock new outfits for the [[Avatars]] they control. This does not change the gameplay itself but is still perceived as a [[Reward]] since it offers some novelty and can be shown to other people.", "Collecting all stars in Super Mario Sunshine is not required to complete the game but doing so, even after completing the goal of the game, can give players satisfaction and be used to compare one's skill and dedication to the game with other players." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" - }, - { - "name": "Outstanding Features", - "file": "OutstandingFeatures" - }, - { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" - }, - { - "name": "Tournaments", - "file": "Tournaments" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Experimenting", + "file": "Experimenting" }, { "name": "Traces", "file": "Traces" }, { - "name": "Combos", - "file": "Combos" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Extended Actions", + "file": "ExtendedActions" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Combos", + "file": "Combos" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Reward", - "file": "Rewards" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Clues", + "file": "Clues" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Clues", - "file": "Clues" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "IllusionaryRewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IllusionaryRewards.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IllusionofInfluence.json b/IllusionofInfluence.json index 51533b3a4ee728596c186722736bc19f4c823740..dd1a481881647ed2efd239607b4d9eb722125ba3 100644 --- a/IllusionofInfluence.json +++ b/IllusionofInfluence.json @@ -2,7 +2,9 @@ "pattern_name": "Illusion of Influence", "description": "Players believe that they can influence the outcome of the game, regardless of whether this is correct.", "content": [ - "Some games allow actions that do not actually make players come closer to achieving goals, or even changing the game state. When these actions appear meaningful, including being meaningful to the player but not within a game state perspective, the players have an [[Illusion of Influence]] within the game." + "Some games allow actions that do not actually make players come closer to achieving goals, or even changing the game state. When these actions appear meaningful, including being meaningful to the player but not within a game state perspective, the players have an [[Illusion of Influence]] within the game.", + "Example: Games with well-developed stories, such as the Final Fantasy or Zelda series, do not let players experience the stories unless they complete the goals. If this is an [[Illusion of Influence]], as the stories are fully planned before gameplay begins, or real influence, as the stories are not told unless the players do actions, is a matter of perspective.", + "Example: Adventure games consisting of multiple branch stories provide the players with choices of what story to read and, thereby, a feeling of affecting the story. However, this is an illusion, as all the possible stories have already been scripted." ], "using_the_pattern": [ "Having a [[Perceived Chance to Succeed]] is a requirement for players to be able to experience an [[Illusion of Influence]]. This can be achieved through providing the [[Right Level of Difficulty]] for the players or by basing outcomes on [[Randomness]], which gives players a potential [[Illusion of Influence]] through [[Luck]]. In [[Multiplayer Games]], it is important to consider [[Player Balance]], as this strongly affects players' [[Illusion of Influence]], and in games with [[Team Play]], this is both regarding differences between players within the same team and between players of different teams. [[Smooth Learning Curves]] can be used to give [[Illusion of Influence]] throughout the game, even if the game becomes more and more difficult or complex. If the [[Right Level of Complexity]] is not achieved, this can ruin [[Illusion of Influence]] since players then get [[Limited Planning Abilities]], for example, when too many [[Producer-Consumer]] relationships exist for players to have an overview of how they interact.", @@ -58,146 +60,142 @@ ] }, "examples": [ - "Games with well-developed stories, such as the Final Fantasy or Zelda series, do not let players experience the stories unless they complete the goals. If this is an Illusion of Influence, as the stories are fully planned before gameplay begins, or real influence, as the stories are not told unless the players do actions, is a matter of perspective.", + "Games with well-developed stories, such as the Final Fantasy or Zelda series, do not let players experience the stories unless they complete the goals. If this is an [[Illusion of Influence]], as the stories are fully planned before gameplay begins, or real influence, as the stories are not told unless the players do actions, is a matter of perspective.", "Adventure games consisting of multiple branch stories provide the players with choices of what story to read and, thereby, a feeling of affecting the story. However, this is an illusion, as all the possible stories have already been scripted." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" - }, - { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Luck", - "file": "Luck" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { - "name": "Characters", - "file": "Characters" - }, - { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" - }, - { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Tools", + "file": "Tools" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Characters", + "file": "Characters" }, { - "name": "Tools", - "file": "Tools" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" + }, + { + "name": "Luck", + "file": "Luck" + }, + { + "name": "Shared Penalties", + "file": "SharedPenalties" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" } ], "pattern_id": "IllusionofInfluence", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IllusionofInfluence.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Immersion.json b/Immersion.json index 39b067a45f3b500340d4a1fd73427ec7ee220234..0fd7463c94fb770c4f3131d771709ed4e5038f14 100644 --- a/Immersion.json +++ b/Immersion.json @@ -2,7 +2,9 @@ "pattern_name": "Immersion", "description": "Immersion in the Game World or immersion in the activity of play.", "content": [ - "Games require players' attention and as such can make players focus on gameplay to the extent that they feel immersed in the games. This [[Immersion]] can take many forms, depending on what type of activity the players are performing in a game and what is required to become an expert player. Regardless of the type of immersion, achieving it can be satisfying to the players and can be one of the goals for playing the game. However, the immersion does not mean that players are unaware of their surroundings or that they are playing a game, but rather that they are deeply focused on the interaction they are having within the game." + "Games require players' attention and as such can make players focus on gameplay to the extent that they feel immersed in the games. This [[Immersion]] can take many forms, depending on what type of activity the players are performing in a game and what is required to become an expert player. Regardless of the type of immersion, achieving it can be satisfying to the players and can be one of the goals for playing the game. However, the immersion does not mean that players are unaware of their surroundings or that they are playing a game, but rather that they are deeply focused on the interaction they are having within the game.", + "Example: First-person shooters require players to focus intensely on the spatial movement of their [[Avatar]] and react instantaneously to events that occur in the [[Game World]]. This is more efficiently achieved when players perform their actions with the [[Avatar]] as their reference point for movement rather than their own body.", + "Example: Many simple puzzled-based games such as Bejeweled or Minesweeper can, even though they have very little graphics and no virtual environment compared to advanced 3D games, capture players' attention through their cognitive demands so that the players become unaware of how much time is spent playing them." ], "using_the_pattern": [ "Four main types of gameplay [[Immersion]] can be found in games: [[Spatial Immersion]], [[Emotional Immersion]], [[Cognitive Immersion]], and [[Sensory-Motoric Immersion]]. [[Spatial Immersion]] is the result of extensive [[Maneuvering]] in the [[Game World]] in [[Real-Time Games]] and can sometimes be felt in movies. [[Emotional Immersion]] is obtained by responding to the events that [[Characters]] are part of during the unfolding of a [[Narrative Structure]] and is similar to the [[Immersion]] that books, theater, or movies provide. [[Cognitive Immersion]] is based upon the focus on abstract reasoning and is usually achieved by complex problem solving. [[Sensory-Motoric Immersion]] is the result of feedback loops between repetitious movements players make to perform actions in the game and the sensory output of the game. Although claimed as one of the greatest dangers with playing games,Psychological Immersion, or the confusion of the [[Game World]] and the real world, has not been verifiable under rigorous examination (see [Dear91] or [ESA]).", @@ -46,114 +48,110 @@ ] }, "examples": [ - "First-person shooters require players to focus intensely on the spatial movement of their Avatar and react instantaneously to events that occur in the Game World. This is more efficiently achieved when players perform their actions with the Avatar as their reference point for movement rather than their own body.", + "First-person shooters require players to focus intensely on the spatial movement of their [[Avatar]] and react instantaneously to events that occur in the [[Game World]]. This is more efficiently achieved when players perform their actions with the [[Avatar]] as their reference point for movement rather than their own body.", "Many simple puzzled-based games such as Bejeweled or Minesweeper can, even though they have very little graphics and no virtual environment compared to advanced 3D games, capture players' attention through their cognitive demands so that the players become unaware of how much time is spent playing them." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Downtime", - "file": "Downtime" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Invisible Walls", - "file": "InvisibleWalls" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Avatar", - "file": "Avatars" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Characters", - "file": "Characters" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Games within Games", + "file": "GameswithinGames" + }, + { + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Characters", + "file": "Characters" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Avatars", + "file": "Avatars" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Games within Games", - "file": "GameswithinGames" - }, - { - "name": "Status Indicators", - "file": "StatusIndicators" - }, - { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Immersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Immersion.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ImperfectInformation.json b/ImperfectInformation.json index c1348e538c14d08f20ea2943b95d0199702a126a..bdef3ff0808ec88b651062f37e5d23574872d841 100644 --- a/ImperfectInformation.json +++ b/ImperfectInformation.json @@ -3,7 +3,11 @@ "description": "One aspect of information about the total game situation is not fully known to a player, either the information known is totally wrong or the accuracy of the information is limited.", "content": [ "There are several ways of withholding knowledge about the current or previous states of the game from a player . The player may have access only to a limited set of attributes of the game components or the player may not even know about the existence of certain components or their attributes. In multiplayer games, the players can very rarely be completely convinced that they have [[Perfect Information]] about the strategies and goals of the other players.", - "Games of chance are not necessarily games using [[Imperfect Information]], as players can, as in Yahtzee, have [[Perfect Information]] about what has occurred previously in the game." + "Games of chance are not necessarily games using [[Imperfect Information]], as players can, as in Yahtzee, have [[Perfect Information]] about what has occurred previously in the game.", + "Example: Games of exploration and discovery, such as many adventure and role-playing games, use [[Imperfect Information]] to gradually reveal the world and the story to the players.", + "Example: The removal of [[Imperfect Information]] can be system controlled, such as when players reveal their cards at the end of a Poker round to settle who has the winning hand.", + "Example: Doom provides statistics of how many secrets exist on a level after the players have completed it. It does not, however, reveal their location, meaning the players can replay the level simply to try to find all the secrets.", + "Example: Both Zendo, a matching game, and Eleusis, a card game, have rules that are decided by an umpire before gameplay begins, and winning the game consists mainly of being able to guess the rules." ], "using_the_pattern": [ "Obviously, the designer has to choose what parts of the game state will not to be revealed to the players when using [[Imperfect Information]]. The dynamics of [[Imperfect Information]] are another aspect to consider. How can the missing information be revealed to the player? What are the incentives for the player to gain the missing information? Is the information embedded in game elements under players' control (such as [[Cards]]) or provided by, for example, [[Book-Keeping Tokens]] or [[Dedicated Game Facilitators]]? How much does the use of [[Imperfect Information]] rely on players [[Memorizing]]? If all players do not have the same level of information available to them, [[Imperfect Information]] gives rise to [[Asymmetric Information]]. This can also be achieved by not revealing the information to the players simultaneously, so that some players have more information available to them than others, at least for a certain time.", @@ -73,180 +77,176 @@ ] }, "examples": [ - "Games of exploration and discovery, such as many adventure and role-playing games, use Imperfect Information to gradually reveal the world and the story to the players.", - "The removal of Imperfect Information can be system controlled, such as when players reveal their cards at the end of a Poker round to settle who has the winning hand.", + "Games of exploration and discovery, such as many adventure and role-playing games, use [[Imperfect Information]] to gradually reveal the world and the story to the players.", + "The removal of [[Imperfect Information]] can be system controlled, such as when players reveal their cards at the end of a Poker round to settle who has the winning hand.", "Doom provides statistics of how many secrets exist on a level after the players have completed it. It does not, however, reveal their location, meaning the players can replay the level simply to try to find all the secrets.", "Both Zendo, a matching game, and Eleusis, a card game, have rules that are decided by an umpire before gameplay begins, and winning the game consists mainly of being able to guess the rules." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Betting", - "file": "Betting" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { "name": "Leaps of Faith", "file": "LeapsofFaith" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Combat", + "file": "Combat" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Cards", - "file": "Cards" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Cards", + "file": "Cards" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Combat", - "file": "Combat" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Clues", + "file": "Clues" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Betting", + "file": "Betting" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Clues", - "file": "Clues" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Indirect Information", + "file": "IndirectInformation" } ], "pattern_id": "ImperfectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ImperfectInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ImprovedAbilities.json b/ImprovedAbilities.json index 2a4ffcad98c8338d34fe080affe28bb1b043474e..7647ff6d65633ef9d00296b7624e6abe84c8f5b5 100644 --- a/ImprovedAbilities.json +++ b/ImprovedAbilities.json @@ -3,7 +3,9 @@ "description": "Players' chance of succeeding with an action as a function within the game is increased, or the calculated effect the action has increased in the game.", "content": [ "Players can progress in games by having their actions effect on the [[Game World]] increase and by having greater chances of succeeding. When these chances or effects have improved, the players have received [[Improved Abilities]] and have greater chances of completing goals or otherwise influencing the game state.", - "[[Improved Abilities]] are not the physical or mental abilities of players; they are the effects of the game state upon the evaluation functions of actions." + "[[Improved Abilities]] are not the physical or mental abilities of players; they are the effects of the game state upon the evaluation functions of actions.", + "Example: Tabletop roleplaying games often describe players' skill in an area with a value, and succeeding with the skill requires players to roll below the value with a die. Improvement of these skills is done simply by increasing the associated value.", + "Example: Chargers and power-ups in racing games often give vehicles a speed boost or raise the maximum speed possible without further affecting players' possible actions." ], "using_the_pattern": [ "[[Improved Abilities]] most often raise players' chance to succeed with actions or make the effects of their actions more powerful. [[Improved Abilities]] are often easier to explain within a [[Consistent Reality Logic]] than [[New Abilities]], as the pattern can use increases of [[Skills]] of [[Characters]] or [[Avatars]]. [[Power-Ups]] and [[Chargers]] are common game elements used to provide temporary [[Improved Abilities]] with [[Time Limits]], while [[Tools]] give improvements as long as they are carried. Another way to give players [[Improved Abilities]] is to make their actions require fewer [[Resources]], thereby letting players make more efficient use of [[Limited Resources]].", @@ -59,116 +61,116 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Empowerment", - "file": "Empowerment" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Characters", - "file": "Characters" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Skills", "file": "Skills" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Gain Ownership", "file": "GainOwnership" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Tools", + "file": "Tools" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Characters", + "file": "Characters" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Tools", - "file": "Tools" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Diminishing Returns", + "file": "DiminishingReturns" + }, + { + "name": "Team Development", + "file": "TeamDevelopment" } ], "pattern_id": "ImprovedAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ImprovedAbilities.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/InaccessibleAreas.json b/InaccessibleAreas.json index dc1765e01ca10de999750f052597854c818827e2..b924ea14aa3d1168b1858b6731158fac28afedb0 100644 --- a/InaccessibleAreas.json +++ b/InaccessibleAreas.json @@ -2,7 +2,10 @@ "pattern_name": "Inaccessible Areas", "description": "Inaccessible Areas are parts of the Game World the player can perceive but cannot currently enter, such as areas behind locked doors or sufficiently high ledges.", "content": [ - "Although the area is inaccessible for the player, it may be possible to view the area or affect it in ways other than through movement actions, for example, by shooting or throwing things at it, and the area may not be inaccessible to other types of game elements that are not under player control. It may be possible for the player to enter the area later in the game, for example, by finding the key to the locked door." + "Although the area is inaccessible for the player, it may be possible to view the area or affect it in ways other than through movement actions, for example, by shooting or throwing things at it, and the area may not be inaccessible to other types of game elements that are not under player control. It may be possible for the player to enter the area later in the game, for example, by finding the key to the locked door.", + "Example: The ghost generator in the middle of the Pac-Man level is an example of an area the player controlling Pac-Man cannot enter.", + "Example: Computer roleplaying games use [[Inaccessible Areas]] to guide the players through the [[Game World]] in a manner intended by the game designers.", + "Example: The Legend of Zelda series contains many areas that are initially blocked by boulders, locked doors, or other obstacles. The player can remove these obstacles after having acquired certain items or abilities, for example, by using bombs to blow away blocking boulders and special keys to open the locked doors." ], "using_the_pattern": [ "The primary design choice when creating [[Inaccessible Areas]] is to decide what is blocking the access. One of the most obvious uses is to place [[Obstacles]] in the [[Game World]] in such way that they block access to an area. Depending on the nature of the [[Obstacles]] actions other than movement can be blocked, such as vision. For example, deep chasms and great height differences can block the vision but still allow the player to shoot or throw other kinds of game elements at the obstacle. Windows and [[Invisible Walls]] do not block vision but can block all the access from other game elements. Locked or blocked doors block both vision and other types of game elements. The [[Inaccessible Area]] may also be inaccessible due to its own nature. For example, an area containing lava, water, or poisonous atmospheres can make it impossible or difficult for [[Avatars]] and [[Units]] to enter the area and can even make the whole area one big [[Deadly Trap]]. [[Inaccessible Areas]] can be used to create [[Leaps of Faith]] in which players have no perception of what part of an area is inaccessiblebecause of a [[Deadly Trap]] and which part of an area is safe to enter.", @@ -50,106 +53,102 @@ }, "examples": [ "The ghost generator in the middle of the Pac-Man level is an example of an area the player controlling Pac-Man cannot enter.", - "Computer roleplaying games use Inaccessible Areas to guide the players through the Game World in a manner intended by the game designers.", + "Computer roleplaying games use [[Inaccessible Areas]] to guide the players through the [[Game World]] in a manner intended by the game designers.", "The Legend of Zelda series contains many areas that are initially blocked by boulders, locked doors, or other obstacles. The player can remove these obstacles after having acquired certain items or abilities, for example, by using bombs to blow away blocking boulders and special keys to open the locked doors." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" - }, - { - "name": "Traverse", - "file": "Traverse" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Camping", - "file": "Camping" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Invisible Walls", - "file": "InvisibleWalls" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Movement", + "file": "Movement" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Levels", + "file": "Levels" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Movement", - "file": "Movement" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Levels", - "file": "Levels" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Camping", + "file": "Camping" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "InaccessibleAreas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "InaccessibleAreas.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IncompatibleGoals.json b/IncompatibleGoals.json index 6410780d8a6b6af14ac05f3ee9ca433ed361c5a3..aa2f2d4c695780fd2c3e2b2a4d41cb55b76bbf32 100644 --- a/IncompatibleGoals.json +++ b/IncompatibleGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Incompatible Goals", "description": "Two or more goals that cannot be fulfilled simultaneously due to having end conditions that are mutually exclusive", "content": [ - "Making goals for a game in such a way that they cannot simultaneously be fulfilled is an easy and common way to create competition or complexity in games. They also help synchronize the tempo of players' experiences, because if players are near completing a goal it is not only likely to excite them but also those players with [[Incompatible Goals]], albeit for other reasons. However, a set of [[Incompatible Goals]] do not have to be divided between different players, one player can have several goals that are incompatible with each other, and gameplay can focus upon selecting which of the goals to pursuit." + "Making goals for a game in such a way that they cannot simultaneously be fulfilled is an easy and common way to create competition or complexity in games. They also help synchronize the tempo of players' experiences, because if players are near completing a goal it is not only likely to excite them but also those players with [[Incompatible Goals]], albeit for other reasons. However, a set of [[Incompatible Goals]] do not have to be divided between different players, one player can have several goals that are incompatible with each other, and gameplay can focus upon selecting which of the goals to pursuit.", + "Example: In the board game Time Agent, six different species try to manipulate the past so that events promoting their species occur and events bad for them disappear out of history. Most of these events have at least one species wanting them to exist and at least one species that wants to erase them.", + "Example: Tag, where the goal of the chaser to catch the other players, the chaser's goal of tagging cannot be fulfilled at the same time as other players' goals of not being caught." ], "using_the_pattern": [ "[[Incompatible Goals]] are easy to create by basing them on Boolean expressions; one goal may require a game state condition to be true, while the other may require the same condition to be false, thereby making it impossible to complete both at the same time. Or, they may have one and only one state out of a number of states (a tile may be green, blue, red, or yellow, thus benefiting player A, B, C, or D). Another way to make [[Incompatible Goals]] is to use [[Excluding Goals]] or [[Preventing Goals]]. Note that with [[Excluding Goals]], the completion of one goal in a set of [[Incompatible Goals]] does not have to make the others impossible to complete later, just that both goals cannot be fulfilled at the same time. A simple example of this is having two [[Traverse]] goals with different [[Goal Points]]; both cannot be fulfilled at the same time if the player cannot be in two locations simultaneously, but one can be completed first and the other later. These goals can of course, as can many other [[Incompatible Goals]], be completed simultaneously by [[Collaborative Actions]] if they are not specific to individual players.", @@ -42,60 +44,60 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Contact", + "file": "Contact" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Competition", + "file": "Competition" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { "name": "Planned Character Development", "file": "PlannedCharacterDevelopment" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Conflict", + "file": "Conflict" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, - { - "name": "Competition", - "file": "Competition" - }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Contact", - "file": "Contact" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Excluding Goals", + "file": "ExcludingGoals" + }, + { + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "IncompatibleGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IncompatibleGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IndirectControl.json b/IndirectControl.json index ea5bb507f8cc64995da21a4344007fda71b1e3b2..7cd021c793541e77d152862cb01bf5a934a4b6b4 100644 --- a/IndirectControl.json +++ b/IndirectControl.json @@ -2,7 +2,9 @@ "pattern_name": "Indirect Control", "description": "Game elements whose actions players can affect through other game elements.", "content": [ - "Some game elements in game that perform actions cannot be directly controlled by players but the players may be able to influence their actions through other game elements. In these cases players have a form of control over the game elements' actions since they have [[Indirect Control]] through intermediate game elements." + "Some game elements in game that perform actions cannot be directly controlled by players but the players may be able to influence their actions through other game elements. In these cases players have a form of control over the game elements' actions since they have [[Indirect Control]] through intermediate game elements.", + "Example: A player cannot directly affect the movement of any ball in billiards except the cue ball. However by hitting the cue ball so that it hits other ball, players can indirectly control the movement of any ball.", + "Example: Important goals in Carolus Magnus are having control over areas in the game. However, players cannot have control over areas directly. Rather, various factions have influence on the areas and the players compete with each other for control over the factions." ], "using_the_pattern": [ "Players have [[Indirect Control]] of the game elements whose actions can be affected by the players' [[Focus Loci]]. The design of [[Indirect Control]] thereby relies mainly on choosing what actions players' [[Focus Loci]] have and how influential these are on the game elements in question. [[Indirect Control]] affects [[Predictable Consequences]] of actions negatively when the influence depends upon [[Randomness]] or parts of the game state unknown to players.", @@ -40,41 +42,41 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ + { + "name": "Traverse", + "file": "Traverse" + }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Resources", "file": "Resources" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Herd", + "file": "Herd" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" - }, - { - "name": "Herd", - "file": "Herd" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "Gain Ownership", @@ -84,9 +86,9 @@ "pattern_id": "IndirectControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IndirectControl.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IndirectInformation.json b/IndirectInformation.json index 64ab105a49e11a72f3c4e7e99f753c0b6c607cdb..f7a2b3d1570b1489f6e65bee63139e7836df3b72 100644 --- a/IndirectInformation.json +++ b/IndirectInformation.json @@ -2,7 +2,11 @@ "pattern_name": "Indirect Information", "description": "Players obtain information about the game situation in an indirect way, usually from other players.", "content": [ - "Information transmitted to, or between, players in a game does not have to be in the same format as information stored in the game state. In this case, information can be said to be indirect in that the sender of the information has had to translate it from one format to another before being able to send it. This translation may be intentional by the sender to clarify or obfuscate the meaning to the receiver or other listeners, or may be a requirement of the medium used to communicate. The children's game of Telephone is the easiest example of a game using [[Indirect Information]], where the goal of the game is simply to notice the errors that occur when one person is whispering a sentence to another person." + "Information transmitted to, or between, players in a game does not have to be in the same format as information stored in the game state. In this case, information can be said to be indirect in that the sender of the information has had to translate it from one format to another before being able to send it. This translation may be intentional by the sender to clarify or obfuscate the meaning to the receiver or other listeners, or may be a requirement of the medium used to communicate. The children's game of Telephone is the easiest example of a game using [[Indirect Information]], where the goal of the game is simply to notice the errors that occur when one person is whispering a sentence to another person.", + "Example: Bidding in Bridge can be used, when following certain conventions, to send [[Indirect Information]] to one's partner about what cards one has. Disregarding the aspects of bluffing, the bidding in Poker can be seen as a form for players to intentionally use [[Indirect Information]] to state how good a hand they hold.", + "Example: Poker players unintentionally send out signals through their body language when betting. Other players can use this [[Indirect Information]] to, for example, detect bluffing.", + "Example: Chats in multiplayer online games allow players to freely communicate about the game state with each other. As natural language is easily misunderstood and players may not know the format the game state is expressed in, the information spread is indirect.", + "Example: Pre-generated messages to other players in Return to Castle Wolfenstein are based on templates that are used to express intentions and situations in the game. As the templates are generic they fail to express the exact game state in all but the simplest situations." ], "using_the_pattern": [ "The difference between the format in which the information is stored and the possible ways of expressing the information in the available medium is the prime design choice when supporting [[Indirect Information]]. The two mediums readily available to game designers are body language and natural language. In games with [[Game Masters]], these are unavoidable mediums and especially body language may be used for [[Bluffing]] but may also reveal what the [[Game Masters]] have planned. In other games, natural language or formalized languages have to be supported by [[Communication Channels]] to ensure that the information is not directly expressed. Other common ways to give [[Indirect Information]] in games include Helpers, Clues, and [[Red Herrings.]]", @@ -46,84 +50,84 @@ ] }, "examples": [ - "Bidding in Bridge can be used, when following certain conventions, to send Indirect Information to one's partner about what cards one has. Disregarding the aspects of bluffing, the bidding in Poker can be seen as a form for players to intentionally use Indirect Information to state how good a hand they hold.", - "Poker players unintentionally send out signals through their body language when betting. Other players can use this Indirect Information to, for example, detect bluffing.", + "Bidding in Bridge can be used, when following certain conventions, to send [[Indirect Information]] to one's partner about what cards one has. Disregarding the aspects of bluffing, the bidding in Poker can be seen as a form for players to intentionally use [[Indirect Information]] to state how good a hand they hold.", + "Poker players unintentionally send out signals through their body language when betting. Other players can use this [[Indirect Information]] to, for example, detect bluffing.", "Chats in multiplayer online games allow players to freely communicate about the game state with each other. As natural language is easily misunderstood and players may not know the format the game state is expressed in, the information spread is indirect.", "Pre-generated messages to other players in Return to Castle Wolfenstein are based on templates that are used to express intentions and situations in the game. As the templates are generic they fail to express the exact game state in all but the simplest situations." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { "name": "Trading", "file": "Trading" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Alternative Reality", + "file": "AlternativeReality" + }, + { + "name": "Direct Information", + "file": "DirectInformation" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Clues", "file": "Clues" }, { - "name": "Red Herrings", - "file": "RedHerrings" - }, - { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { "name": "Betrayal", @@ -132,18 +136,14 @@ { "name": "Bluffing", "file": "Bluffing" - }, - { - "name": "Indirect Information", - "file": "IndirectInformation" } ], "pattern_id": "IndirectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IndirectInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IndividualPenalties.json b/IndividualPenalties.json index a29de3b10ce2077edfe7d0911db9e0aed6ddde18..9e2ba0b1137070fca6ff1cdf69b2dd3dbbe066a8 100644 --- a/IndividualPenalties.json +++ b/IndividualPenalties.json @@ -2,7 +2,9 @@ "pattern_name": "Individual Penalties", "description": "The penalty for a failure to meet a requirement in the game is given only to one of the players.", "content": [ - "Most penalties in a game, even those with team play, are focused upon a single player. The [[Individual Penalties]] are most often closely related to the actions of the player that receives them. However, secondary effects of the [[Individual Penalties]] can have negative effect on whole teams, for example when players are allowed to participate in the game." + "Most penalties in a game, even those with team play, are focused upon a single player. The [[Individual Penalties]] are most often closely related to the actions of the player that receives them. However, secondary effects of the [[Individual Penalties]] can have negative effect on whole teams, for example when players are allowed to participate in the game.", + "Example: the player performing badly in a first-person shooter usually loses personal health more rapidly than the other players.", + "Example: in Soccer the player committing too many mistakes or violating the rules might be taken out of the play for the rest of the game." ], "using_the_pattern": [ "The natural way to use [[Individual Penalties]] is to give the [[Penalty]] to the player who by his personal actions failed to meet the requirements of the game. For example, the player who fails to evade linked incoming fireball in a roleplaying game will lose hit points. Here the [[Penalty]] is tightly coupled to the individual performance of the players and is usually associated with individual goals for the players. [[Player Elimination]] and [[Downtime]] for specific players are always [[Individual Penalties]] as they are defined in relation to players rather than [[Resources]] or game elements such as [[Units]] or [[Avatars]].", @@ -45,24 +47,28 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { "name": "Shared Penalties", @@ -73,32 +79,28 @@ "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" - }, - { - "name": "Team Play", - "file": "TeamPlay" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Single-Player Games", + "file": "Single-PlayerGames" } ], "pattern_id": "IndividualPenalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IndividualPenalties.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IndividualRewards.json b/IndividualRewards.json index 87cfa6618c287bbb213a33cdc13d00320148a3f6..cdb589b9ac07b3ea96e022cd58c3a708f6339737 100644 --- a/IndividualRewards.json +++ b/IndividualRewards.json @@ -2,7 +2,10 @@ "pattern_name": "Individual Rewards", "description": "The reward, or parts of the reward, for reaching a goal or performing an action in the game is given to only one of the players.", "content": [ - "Games, even those with team play, where individual players can fulfill goals usually have [[Individual Rewards]]. This motivates all players that have a possibility of completing the goals to try and complete them. However, [[Individual Rewards]] can improve the chances of whole teams to succeed with and can therefore be seen as positive effects even by those who do not directly receive the rewards." + "Games, even those with team play, where individual players can fulfill goals usually have [[Individual Rewards]]. This motivates all players that have a possibility of completing the goals to try and complete them. However, [[Individual Rewards]] can improve the chances of whole teams to succeed with and can therefore be seen as positive effects even by those who do not directly receive the rewards.", + "Example: in single-player games the rewards are naturally [[Individual Rewards]]. In Tetris it is the player who performs the actions and fills in the rows who gets the reward.", + "Example: in Diplomacy the player who is performing the attack command will be able to conquer the area even though there might be several other players supporting this action with their own armies.", + "Example: the items given as a reward for completing a goal in a roleplaying game are usually distributed amongst the players as [[Individual Rewards]]." ], "using_the_pattern": [ "[[Individual Rewards]] is best suited for games where the [[Ownership]] of the goals of the players is clear. In these cases the players feel that they are rewarded for their own performance in the game and this can increase the sense of achievement. [[Individual Rewards]] have many of the same requirements and possibilities as general [[Rewards]] do but tend to focus upon [[New Abilities]], [[Improved Abilities]], and receiving personal [[Resources]] and [[Tools]]. This as these types of [[Rewards]] can be linked to [[Units]] or [[Avatars]] that are directly under one player's control. In games without [[Team Play]], raising a player's [[Score]] or letting a player win the game has to be [[Individual Rewards]].", @@ -42,79 +45,75 @@ ] }, "examples": [ - "in single-player games the rewards are naturally Individual Rewards. In Tetris it is the player who performs the actions and fills in the rows who gets the reward.", + "in single-player games the rewards are naturally [[Individual Rewards]]. In Tetris it is the player who performs the actions and fills in the rows who gets the reward.", "in Diplomacy the player who is performing the attack command will be able to conquer the area even though there might be several other players supporting this action with their own armies.", - "the items given as a reward for completing a goal in a roleplaying game are usually distributed amongst the players as Individual Rewards." + "the items given as a reward for completing a goal in a roleplaying game are usually distributed amongst the players as [[Individual Rewards]]." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Race", - "file": "Race" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Competition", + "file": "Competition" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Race", + "file": "Race" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Betrayal", + "file": "Betrayal" }, { "name": "Mutual Goals", "file": "MutualGoals" }, { - "name": "Competition", - "file": "Competition" - }, - { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "IndividualRewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IndividualRewards.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/InterferableGoals.json b/InterferableGoals.json index cecce73779a34a1e960267baa195ed27c634f426..901ccf183bd23f3bd5c3a709a2faa98ea95fce32 100644 --- a/InterferableGoals.json +++ b/InterferableGoals.json @@ -2,7 +2,8 @@ "pattern_name": "Interferable Goals", "description": "The game system or other players can directly influence the player's progress towards the goal.", "content": [ - "Many goals of the player can be influenced by other players or the game system. Such goals, defined as [[Interferable Goals]], have an end condition or an evaluation function depending on variables in the game state that can be directly affected by others. The pattern is commonly used together with a high-level goal that does not allow the players to have an effect on other players' game elements, in order to create more complex gameplay. Games of direct [[Conflict]], such as Chess and Tennis, always have [[Interferable Goals]]." + "Many goals of the player can be influenced by other players or the game system. Such goals, defined as [[Interferable Goals]], have an end condition or an evaluation function depending on variables in the game state that can be directly affected by others. The pattern is commonly used together with a high-level goal that does not allow the players to have an effect on other players' game elements, in order to create more complex gameplay. Games of direct [[Conflict]], such as Chess and Tennis, always have [[Interferable Goals]].", + "Example: Backgammon has the goal of moving your pieces to your own inner table (to be able to start the larger goal of \"bearing\" them off the board). However, the opponent can interfere with the low-level goals of moving each individual piece to the inner table by \"ousting\" the vulnerable pieces. Backgammon without ousting is not using [[Interferable Goals]] even though the player can block opponent's progress as the player's actions do not have direct effect on the opponent's game state." ], "using_the_pattern": [ "Making a goal interferable consists of choosing in what way the system or other player's actions can affect the game state related to the evaluation function of the outcome. The simplest way is to give other players possible actions that have a direct effect on those attributes that govern the evaluation function of the outcome. The previous example of ousting in Backgammon is about having a direct effect on the attribute of how near to the completion the pieces are. It is also an example of using [[Capture]] to make the higher level [[Race]] goal interferable. When using [[Interferable Goals]], the players have to know something about the other players' game situation, making excessive use of [[Uncertainty of Information]] and [[Imperfect Information]] unsuitable and [[Symmetric Information]] suitable.", @@ -35,14 +36,10 @@ ] }, "examples": [ - "Backgammon has the goal of moving your pieces to your own inner table (to be able to start the larger goal of \"bearing\" them off the board). However, the opponent can interfere with the low-level goals of moving each individual piece to the inner table by \"ousting\" the vulnerable pieces. Backgammon without ousting is not using Interferable Goals even though the player can block opponent's progress as the player's actions do not have direct effect on the opponent's game state." + "Backgammon has the goal of moving your pieces to your own inner table (to be able to start the larger goal of \"bearing\" them off the board). However, the opponent can interfere with the low-level goals of moving each individual piece to the inner table by \"ousting\" the vulnerable pieces. Backgammon without ousting is not using [[Interferable Goals]] even though the player can block opponent's progress as the player's actions do not have direct effect on the opponent's game state." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ - { - "name": "Race", - "file": "Race" - }, { "name": "Symmetric Goals", "file": "SymmetricGoals" @@ -52,52 +49,52 @@ "file": "InterruptibleActions" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, + { + "name": "Preventing Goals", + "file": "PreventingGoals" + }, { "name": "Alliances", "file": "Alliances" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Conflict", + "file": "Conflict" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Symmetric Information", + "file": "SymmetricInformation" }, { "name": "Area Control", "file": "AreaControl" }, { - "name": "Last Man Standing", - "file": "LastManStanding" - }, - { - "name": "Conflict", - "file": "Conflict" + "name": "Race", + "file": "Race" } ], "pattern_id": "InterferableGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "InterferableGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/InterruptibleActions.json b/InterruptibleActions.json index 567ccfee06a9b4309b050b1018edb9dc52dd0b62..8a7d45763632632c5aca831ec4a11e534de056c4 100644 --- a/InterruptibleActions.json +++ b/InterruptibleActions.json @@ -2,7 +2,9 @@ "pattern_name": "Interruptible Actions", "description": "Actions that can be interrupted before they affect the game state.", "content": [ - "Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have [[Interruptible Actions]]." + "Just because players have performed, or started to perform, actions does not mean that they will affect the game state. Games that allow actions to be interrupted before they affect the game state, either partially or fully, have [[Interruptible Actions]].", + "Example: Most fighting games allow players to block opponent's attacks, effectively making the attacks interruptible.", + "Example: In RoboRally, players choose how their robots should move by deciding a sequence of programming cards. These are the actions the robot will perform, but since other robots' movement may push the robot around, the intended actions are interruptible." ], "using_the_pattern": [ "In [[Real-Time Games]], [[Interruptible Actions]] are either [[Extended Actions]] with [[Delayed Effects]], so that other actions can be performed before the effect of the [[Interruptible Actions]] takes place, or that the interrupting actions can be started before the [[Interruptible Actions]]. In [[Turn-Based Games]], special [[Turn Taking]] sequences may be necessary to describe in rules for how actions can be interrupted, even though these sequences are skipped in many turns.", @@ -44,64 +46,64 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Trading", - "file": "Trading" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Combos", - "file": "Combos" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Trading", + "file": "Trading" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Combos", + "file": "Combos" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Irreversible Actions", + "file": "IrreversibleActions" } ], "pattern_id": "InterruptibleActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "InterruptibleActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Investments.json b/Investments.json index cb5e883547323b1cf609eb1ad014720b8c9830d3..4facd4f342502ed987cfa881c0c42e837c111181 100644 --- a/Investments.json +++ b/Investments.json @@ -2,7 +2,10 @@ "pattern_name": "Investments", "description": "Committing Resources for a certain amount of time to something in order to reap the rewards later.", "content": [ - "Games where players have to use [[Resources]] without immediate results give players the opportunity to make [[Investments]]. This requires players to make difficult decisions based upon uncertain futures, and some games, especially strategy games, contain many different layers of [[Investments]] to create complex gameplay experiences. Games from other genres often also contain [[Investments]], but these [[Investments]] are usually not as directly perceivable." + "Games where players have to use [[Resources]] without immediate results give players the opportunity to make [[Investments]]. This requires players to make difficult decisions based upon uncertain futures, and some games, especially strategy games, contain many different layers of [[Investments]] to create complex gameplay experiences. Games from other genres often also contain [[Investments]], but these [[Investments]] are usually not as directly perceivable.", + "Example: Tetris has an incentive mechanism for taking risks in form of [[Investments]] in order to reap greater rewards as the simultaneous removal of several rows brings in more points than removing them one by one. Players, in effect, make [[Investments]] by creating situations where, for example, the four block stick would fit and remove four rows at the same time.", + "Example: the research ladders in the Civilization series bind valuable [[Resources]] for a long time without direct rewards. The progress in research, however, will give a significant advantage in military power later in the game. A lower layer of [[Investments]] is the building of the combat and settlement units. They take time and [[Resources]] to build and they are not necessarily useful right away.", + "Example: Developing the character's skills and attributes in roleplaying games is a direct form of [[Investments]]. Raising the skills and attributes is costly and there are no direct rewards or benefits from the game system point of view for doing so. These skills and attributes, however, are often useful in the long run." ], "using_the_pattern": [ "[[Investments]] require that players voluntarily let a form of [[Consumers]] destroy [[Resources]] in order to gain the [[Rewards]] later in the game. However, the [[Investments]] must have some form of Perceivable Consequences for players in order for them to be willing to invest [[Resources]] or time into the [[Investments]]. There are three main design choices when designing [[Investments]]: choosing the [[Resources]] that can be used in the [[Investments]], deciding on the relationship between the kinds of [[Rewards]] given and the different kinds of [[Resources]] used, and determining the relationships between different amounts of [[Investments]] and how this affects [[Rewards]]. [[Budgeted Action Points]] are always a form of [[Investment]] as they are the players basic [[Resources]] for performing actions in the game.", @@ -63,159 +66,155 @@ "Potentially conflicting with": [] }, "examples": [ - "Tetris has an incentive mechanism for taking risks in form of Investments in order to reap greater rewards as the simultaneous removal of several rows brings in more points than removing them one by one. Players, in effect, make Investments by creating situations where, for example, the four block stick would fit and remove four rows at the same time.", - "the research ladders in the Civilization series bind valuable Resources for a long time without direct rewards. The progress in research, however, will give a significant advantage in military power later in the game. A lower layer of Investments is the building of the combat and settlement units. They take time and Resources to build and they are not necessarily useful right away.", - "Developing the character's skills and attributes in roleplaying games is a direct form of Investments. Raising the skills and attributes is costly and there are no direct rewards or benefits from the game system point of view for doing so. These skills and attributes, however, are often useful in the long run." + "Tetris has an incentive mechanism for taking risks in form of [[Investments]] in order to reap greater rewards as the simultaneous removal of several rows brings in more points than removing them one by one. Players, in effect, make [[Investments]] by creating situations where, for example, the four block stick would fit and remove four rows at the same time.", + "the research ladders in the Civilization series bind valuable [[Resources]] for a long time without direct rewards. The progress in research, however, will give a significant advantage in military power later in the game. A lower layer of [[Investments]] is the building of the combat and settlement units. They take time and [[Resources]] to build and they are not necessarily useful right away.", + "Developing the character's skills and attributes in roleplaying games is a direct form of [[Investments]]. Raising the skills and attributes is costly and there are no direct rewards or benefits from the game system point of view for doing so. These skills and attributes, however, are often useful in the long run." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Consumers", - "file": "Consumers" - }, - { - "name": "Betting", - "file": "Betting" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Investments", - "file": "Investments" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Score", + "file": "Score" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Units", + "file": "Units" }, { - "name": "Characters", - "file": "Characters" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Skills", - "file": "Skills" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Ownership", + "file": "Ownership" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Skills", + "file": "Skills" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Units", - "file": "Units" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Resources", + "file": "Resources" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Characters", + "file": "Characters" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Betting", + "file": "Betting" + }, + { + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Construction", "file": "Construction" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Resources", - "file": "Resources" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Score", - "file": "Score" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "Investments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Investments.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/InvisibleWalls.json b/InvisibleWalls.json index de3c4aa4c6fb587a2c4d04672e15d2ae87a1c9e1..0288652296854eda38ad85e4507bdf30816086f1 100644 --- a/InvisibleWalls.json +++ b/InvisibleWalls.json @@ -1,7 +1,9 @@ { "pattern_name": "Invisible Walls", "description": "Invisible Walls are impassible obstacles that limit the players' movement, but not vision, to areas that appear to be part of the game world.", - "content": [], + "content": [ + "Example: some of the early flight simulator games used [[Invisible Walls]] to limit the area the player can enter. When encountering an [[Invisible Wall]] the plane essentially remained in the same location, even though it still seemed to fly over the terrain." + ], "using_the_pattern": [ "[[Invisible Walls]] can be used to create [[Inaccessible Areas]]. Although [[Invisible Walls]] may break [[Immersion]] they can be preferable to having [[Deadly Traps]], such as bottomless chasms or a sea of lava, to limit the area within which the player can move.", "[[Invisible Walls]] can be fitted within the [[Consistent Reality Logic]] of a game using scientific explanations (transparent plastic armor or force shields) or magic (hexes and pentagrams) depending, of course, on the nature of the game itself. Further, these explanations can be used within the game area to create puzzles requiring [[Memorizing]]." @@ -23,22 +25,10 @@ ] }, "examples": [ - "some of the early flight simulator games used Invisible Walls to limit the area the player can enter. When encountering an Invisible Wall the plane essentially remained in the same location, even though it still seemed to fly over the terrain." + "some of the early flight simulator games used [[Invisible Walls]] to limit the area the player can enter. When encountering an [[Invisible Wall]] the plane essentially remained in the same location, even though it still seemed to fly over the terrain." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Memorizing", - "file": "Memorizing" - }, - { - "name": "Invisible Wall", - "file": "InvisibleWalls" - }, - { - "name": "Invisible Walls", - "file": "InvisibleWalls" - }, { "name": "Inaccessible Areas", "file": "InaccessibleAreas" @@ -47,6 +37,10 @@ "name": "Consistent Reality Logic", "file": "ConsistentRealityLogic" }, + { + "name": "Memorizing", + "file": "Memorizing" + }, { "name": "Immersion", "file": "Immersion" @@ -55,9 +49,9 @@ "pattern_id": "InvisibleWalls", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "InvisibleWalls.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/IrreversibleActions.json b/IrreversibleActions.json index 582c92d4cb61fb3c2407eb788f444c4f32fc635e..e4a6404ac8ee5779cdc79f91c64d03b0ba20e82b 100644 --- a/IrreversibleActions.json +++ b/IrreversibleActions.json @@ -2,7 +2,9 @@ "pattern_name": "Irreversible Actions", "description": "Actions whose effect on the game state cannot be undone.", "content": [ - "All actions in a game affect the game state but many may be countered by another action, for example moving in one direction and then moving the same distance in the opposite direction. The actions that do not have other actions that can revert the game state back to its original state are [[Irreversible Actions]]." + "All actions in a game affect the game state but many may be countered by another action, for example moving in one direction and then moving the same distance in the opposite direction. The actions that do not have other actions that can revert the game state back to its original state are [[Irreversible Actions]].", + "Example: The Ko (and meta Ko) rule in Go is used to make it impossible for the game to run into infinite loops.", + "Example: Pushing a box into a corner in Sokoban means that the box cannot be moved from there, as the boxes can only be pushed and not pulled." ], "using_the_pattern": [ "Making actions into [[Irreversible Actions]] can be done by simply making sure that all other actions in the whole game design do not affect a specific part of the game state. Other actions may affect that part of the game state as long as all actions affect it in the same way or direction. Other ways of making [[Irreversible Actions]] are to make the actions use [[Non-Renewable Resources]] or those that give players information. Designed [[Surprises]] are thus a form of [[Irreversible Actions]], and since they are a form of [[Trans-Game Information]], they areeven [[Irreversible Actions]] across game sessions. Actions whose events provide [[Strategic Knowledge]] are likewise [[Irreversible Actions]] since these also generate [[Trans-Game Information]].", @@ -52,88 +54,88 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" - }, - { - "name": "Buttons", - "file": "Buttons" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Leaps of Faith", "file": "LeapsofFaith" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Levels", + "file": "Levels" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Levels", - "file": "Levels" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" + }, + { + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Buttons", + "file": "Buttons" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" + }, + { + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" } ], "pattern_id": "IrreversibleActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "IrreversibleActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/KingoftheHill.json b/KingoftheHill.json index efdfd06ec4094f43abec98f01c2896e058a9ac3b..ab92ce01d54b892904028430934f5919ca3cd1fa 100644 --- a/KingoftheHill.json +++ b/KingoftheHill.json @@ -2,7 +2,9 @@ "pattern_name": "King of the Hill", "description": "Reaching and keeping a sought for game state that other players are trying to reach and keep.", "content": [ - "Some games not only have all players competing against each other towards a goal, but let the other players continue to try and achieve that goal after the first player has reached it, and making the completion of the goal by another player make the first player lose an advantage associated with reaching the goal. [[King of the Hill]] is the goal where players strive towards goals consisting of reaching and maintaining an achieved position in relation to the other players. The goal can either be to keep the game state for a certain amount of time or to simply keep it as long as possible." + "Some games not only have all players competing against each other towards a goal, but let the other players continue to try and achieve that goal after the first player has reached it, and making the completion of the goal by another player make the first player lose an advantage associated with reaching the goal. [[King of the Hill]] is the goal where players strive towards goals consisting of reaching and maintaining an achieved position in relation to the other players. The goal can either be to keep the game state for a certain amount of time or to simply keep it as long as possible.", + "Example: Some game variants of Battlefield 1942 have positions on the maps that when held for a certain period of time depletes \"ticks\" from the other team.", + "Example: The board game Junta lets the president control how foreign aid money is distributed to the players. This position, although dangerous, is often sought for by all players since the ownership of money is the prerequisite for winning the game." ], "using_the_pattern": [ "Defining a [[King of the Hill]] goal consist of choosing an [[Interferable Goal]] that is also a [[Continuous Goal]], and how to [[Reward]] the player that maintains the goal. The [[Interferable Goal]] in the archetypical [[King of the Hill]] is [[Guard]] but one can also make use of [[Gain Ownership]], [[Alignment]], [[Enclosure]], or [[Connection]]. The players who do not have achieved the goal state should have [[Preventing Goals]]. The start of the competition between players with [[King of the Hill]] goals usual have no player holding the game state, but one way of giving [[Handicap]] is to let one player start with the desired state. The typical winning condition of [[King of the Hill]] goals is determined by comparing [[Scores]] but [[Lives]] can also be used, especially if all players except one runs out of them.", @@ -44,81 +46,81 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Symmetric Goals", - "file": "SymmetricGoals" - }, - { - "name": "Alignment", - "file": "Alignment" - }, { "name": "Guard", "file": "Guard" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Interferable Goals", + "file": "InterferableGoals" + }, + { + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Score", "file": "Score" }, { - "name": "Tension", - "file": "Tension" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { "name": "Competition", "file": "Competition" }, { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Damage", + "file": "Damage" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Tension", + "file": "Tension" }, { - "name": "Damage", - "file": "Damage" + "name": "Conflict", + "file": "Conflict" }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, + { + "name": "Alignment", + "file": "Alignment" + }, { "name": "Lives", "file": "Lives" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Balancing Effects", + "file": "BalancingEffects" + }, + { + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "KingoftheHill", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783529", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "KingoftheHill.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/LastManStanding.json b/LastManStanding.json index 85a866851ddb2a96eb5fdf8b03efdad8179f7083..5e74330abc4236a554a4ea1f649af4036cfa91e8 100644 --- a/LastManStanding.json +++ b/LastManStanding.json @@ -2,7 +2,11 @@ "pattern_name": "Last Man Standing", "description": "The goal of being the last survivor.", "content": [ - "Many games have the players compete against each other in gameplay where the players are one after one eliminated. As these games usually reward the last player remaining, this give the players to metaphorically be the [[Last Man Standing]]." + "Many games have the players compete against each other in gameplay where the players are one after one eliminated. As these games usually reward the last player remaining, this give the players to metaphorically be the [[Last Man Standing]].", + "Example: Deathmatches in first-person shooters can be seen as example of un-winnable [[Last Man Standing]] goals since the eliminated opponents respawn.", + "Example: Russian Roulette is the archetypical [[Last Man Standing]] goal.", + "Example: Poker can be seen as using the pattern since players may be eliminate from a betting turn by folding and there can only be one winning hand each turn.", + "Example: The live-action game Killer as each player given the assignment of assassinating one other player in a circular arrangement. The completion of an assignment results in one getting the eliminated players assignment and the game continues until there is only one player left." ], "using_the_pattern": [ "Designing [[Last Man Standing]] consists either of creating direct [[Eliminate]] goals towards other players and giving all players those goals or of designing [[Overcome]] goals where the [[Penalty]] of losing is elimination.", @@ -37,80 +41,76 @@ "Potentially conflicting with": [] }, "examples": [ - "Deathmatches in first-person shooters can be seen as example of un-winnable Last Man Standing goals since the eliminated opponents respawn.", - "Russian Roulette is the archetypical Last Man Standing goal.", + "Deathmatches in first-person shooters can be seen as example of un-winnable [[Last Man Standing]] goals since the eliminated opponents respawn.", + "Russian Roulette is the archetypical [[Last Man Standing]] goal.", "Poker can be seen as using the pattern since players may be eliminate from a betting turn by folding and there can only be one winning hand each turn.", "The live-action game Killer as each player given the assignment of assassinating one other player in a circular arrangement. The completion of an assignment results in one getting the eliminated players assignment and the game continues until there is only one player left." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Collection", - "file": "Collection" + "name": "Player Elimination", + "file": "PlayerElimination" }, { "name": "Eliminate", "file": "Eliminate" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { "name": "Competition", "file": "Competition" }, { - "name": "Overcome", - "file": "Overcome" - }, - { - "name": "Survive", - "file": "Survive" + "name": "Lives", + "file": "Lives" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Survive", + "file": "Survive" }, { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Lives", - "file": "Lives" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Collection", + "file": "Collection" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Tournaments", + "file": "Tournaments" } ], "pattern_id": "LastManStanding", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1783391", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "LastManStanding.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/LeapsofFaith.json b/LeapsofFaith.json index b175a474a0e06e386f29b53322205a017e52a06c..862440c421ccbed8109a5acf9bf75ede5f220bd2 100644 --- a/LeapsofFaith.json +++ b/LeapsofFaith.json @@ -2,7 +2,9 @@ "pattern_name": "Leaps of Faith", "description": "Making an action without any guaranteed, or visible, chance of success.", "content": [ - "Not all actions in games have predictable outcomes. When a player can see many potential ways of failing an action and no clear ways of how to succeed, performing the action anyway is a Leap of Faith." + "Not all actions in games have predictable outcomes. When a player can see many potential ways of failing an action and no clear ways of how to succeed, performing the action anyway is a Leap of Faith.", + "Example: the platform game Ghost'n'Goblins had places where the player could not see the other side of a chasm. In order to advance in the game the players had to jump out into the air hoping that there would be something to land on at the other side.", + "Example: the negotiation game Intrigue has players bribe each other to get jobs in the castles of the other players' masters. However, bribed players do not have to follow promises, and giving bribes are [[Leaps of Faiths]] for the briber." ], "using_the_pattern": [ "Designing [[Leaps of Faith]] consists of creating [[Irreversible Actions]] and creating situations where these actions do not have positive [[Predictable Consequences]], typically where players either risk being the victim of [[Betrayal]] or have difficulties performing [[Game World Navigation]]. Possibilities for [[Betrayal]] can be created by [[Negotiation]] between [[Uncommitted Alliances]] or where [[Delayed Reciprocity]] exists. Difficulties in [[Game World Navigation]] can be due to [[Game State Overview]] or [[Imperfect Information]] caused by several different types of problems: [[Movement Limitations]], [[Obstacles]], and[[Inaccessible Areas]]. These are usually combined with [[Deadly Traps]] at the location where the Leap of Faith is intended to happen in order to create [[Tension]] and [[Risk/Reward]]." @@ -44,101 +46,97 @@ }, "examples": [ "the platform game Ghost'n'Goblins had places where the player could not see the other side of a chasm. In order to advance in the game the players had to jump out into the air hoping that there would be something to land on at the other side.", - "the negotiation game Intrigue has players bribe each other to get jobs in the castles of the other players' masters. However, bribed players do not have to follow promises, and giving bribes are Leaps of Faiths for the briber." + "the negotiation game Intrigue has players bribe each other to get jobs in the castles of the other players' masters. However, bribed players do not have to follow promises, and giving bribes are [[Leaps of Faiths]] for the briber." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Experimenting", + "file": "Experimenting" }, { "name": "Tension", "file": "Tension" }, { - "name": "Game State Overview", - "file": "GameStateOverview" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, + { + "name": "Game World Navigation", + "file": "GameWorldNavigation" + }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Leaps of Faiths", - "file": "LeapsofFaith" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "LeapsofFaith", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "LeapsofFaith.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Levels.json b/Levels.json index ad7a77f8b9f9bcfb2b70f77d81bc00e5e6748b9b..2acb53ccfef80e95be0319163636fee93ee22374 100644 --- a/Levels.json +++ b/Levels.json @@ -2,7 +2,9 @@ "pattern_name": "Levels", "description": "A level is a part of the game in which all player actions take place until a certain goal has been reached or an end condition has been fulfilled.", "content": [ - "The difference between [[Levels]] in a game may be in content, aesthetics, or a combination of both. Commonly used differences between levels in early arcade games, such as Missile Command, are different color themes and speed of enemy units, thereby creating different levels of difficulty. By contrast, most of the current first-person shooters and real-time strategy games have new environments to be explored in each level, i. e., each level presents new enemies and puzzles for the player. In some games, the levels can also have different primary activities the player has to perform repetitively." + "The difference between [[Levels]] in a game may be in content, aesthetics, or a combination of both. Commonly used differences between levels in early arcade games, such as Missile Command, are different color themes and speed of enemy units, thereby creating different levels of difficulty. By contrast, most of the current first-person shooters and real-time strategy games have new environments to be explored in each level, i. e., each level presents new enemies and puzzles for the player. In some games, the levels can also have different primary activities the player has to perform repetitively.", + "Example: In Marble Madness, the player has to guide a ball from the start of a level to the goal. Each level has different obstacles and routes to reach the goal and has different color themes.", + "Example: Each level in Asteroids contains a certain number of asteroids, and the player can progress to the next level after shooting all of them. The higher levels get more difficult, as the asteroids become faster and more numerous." ], "using_the_pattern": [ "To implement levels in a game, the designer must decide how many levels the game should contain and how they differ and relate to each other. In order to be perceived as part of the same game, the levels should adhere to the general [[Consistent Reality Logic]] of the game but typically with at least some local variation.", @@ -59,100 +61,100 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Irreversible Actions", - "file": "IrreversibleActions" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Save Points", - "file": "SavePoints" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Enemies", + "file": "Enemies" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" + }, + { + "name": "Save Points", + "file": "SavePoints" }, { "name": "Spawn Points", "file": "SpawnPoints" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Clues", + "file": "Clues" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Clues", - "file": "Clues" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Surprises", + "file": "Surprises" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Levels", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Levels.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/LimitedForesight.json b/LimitedForesight.json index 5e5e121312bd37cb36d6d9cb5fdfbfd5bcc6629b..3027c1ba9cd6175f0d2177465a756d7e0157756b 100644 --- a/LimitedForesight.json +++ b/LimitedForesight.json @@ -2,7 +2,9 @@ "pattern_name": "Limited Foresight", "description": "Players have little knowledge of the next events in a game, or that they do not know what consequences they will have.", "content": [ - "Games have undetermined outcomes when players start to play them, and often parts of gameplay likewise have outcomes that are not known beforehand by players. This [[Limited Foresight]] makes players have to perform actions without completely knowing the full consequences of them and lets them experience [[Surprises]] due to actions and events done by the game system or other players." + "Games have undetermined outcomes when players start to play them, and often parts of gameplay likewise have outcomes that are not known beforehand by players. This [[Limited Foresight]] makes players have to perform actions without completely knowing the full consequences of them and lets them experience [[Surprises]] due to actions and events done by the game system or other players.", + "Example: in Tetris players only know which the next piece will be and all future pieces are unknown, one piece being revealed at a time as players place the ones they have.", + "Example: in Diplomacy concrete planning beyond the next move is difficult to do as the actions of all the other players are uncertain." ], "using_the_pattern": [ "The two main ways of creating [[Limited Foresight]] for players is by limiting the game elements and information available through [[Imperfect Information]] or by making the game have less [[Predictable Consequences]] of future actions or events. Both of these can be achieve through [[Game Masters]] but several other ways exist to achieve one or the other.", @@ -52,88 +54,88 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Levels", + "file": "Levels" + }, + { + "name": "Randomness", + "file": "Randomness" + }, + { + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Levels", - "file": "Levels" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" - }, - { - "name": "Surprises", - "file": "Surprises" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" } ], "pattern_id": "LimitedForesight", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "LimitedForesight.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/LimitedPlanningAbility.json b/LimitedPlanningAbility.json index 179b344d8c27ef508fc69a7c1059b290098ea911..b72c9e8e19fed7919372be975247bc16494f52e3 100644 --- a/LimitedPlanningAbility.json +++ b/LimitedPlanningAbility.json @@ -2,7 +2,9 @@ "pattern_name": "Limited Planning Ability", "description": "Players cannot make plans about what future actions to perform due to characteristics inherent in the game design.", "content": [ - "Many games do not let players plan their actions accurately beyond a certain point. This [[Limited Planning Ability]] can exist because players do not have all the information, because future actions and events are difficult to foresee, or because players simply do not have the time to do the planning. It may force players to take chances, quicken gameplay, and give players unexpected experiences." + "Many games do not let players plan their actions accurately beyond a certain point. This [[Limited Planning Ability]] can exist because players do not have all the information, because future actions and events are difficult to foresee, or because players simply do not have the time to do the planning. It may force players to take chances, quicken gameplay, and give players unexpected experiences.", + "Example: Deathmatches in multiplayer first-person shooters give players very little chance to plan while playing the game, since all other players are actively trying to eliminate them.", + "Example: The planning in most gambling games is very limited with the exception for long-term strategies regarding money." ], "using_the_pattern": [ "[[Limited Planning Ability]] can be achieved through several different approaches: limiting the amount of things that can be planned, making events unpredictable, or limiting the time players have to plan. The first approach can easily be achieved by giving players a [[Limited Set of Actions]] but does not in itself give [[Limited Planning Ability]] if players have any [[Freedom of Choice]].", @@ -58,108 +60,108 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Randomness", - "file": "Randomness" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Downtime", + "file": "Downtime" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "LimitedPlanningAbility", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "LimitedPlanningAbility.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/LimitedResources.json b/LimitedResources.json index 8ff86504abc2ae2c10e57a888c94bfee0140ec28..d0de5394e235747c793534d74697230fd5a0294d 100644 --- a/LimitedResources.json +++ b/LimitedResources.json @@ -2,7 +2,9 @@ "pattern_name": "Limited Resources", "description": "The resources available to the players are limited to such extent that they are forced to plan ahead the use of the resources, that is, there is a perceivable possibility of running out of the resources during the game play.", "content": [ - "For games that use resources to possess the right level of challenge the availability of resource has to be restricted. This means that players have [[Limited Resources]] in some sense and have to make use of them in the most efficient way to play the game as well as possible." + "For games that use resources to possess the right level of challenge the availability of resource has to be restricted. This means that players have [[Limited Resources]] in some sense and have to make use of them in the most efficient way to play the game as well as possible.", + "Example: in Chess the players have sixteen pieces each and there is a clear threat of losing these resources.", + "Example: even though it is possible to build more troops in WarCraft the game is balanced in such way that there is always a need for planning the use of the troops and also a feeling of the possibility of running out of them." ], "using_the_pattern": [ "[[Limited Resources]] can be used together with both [[Non-Renewable Resources]] and [[Renewable Resources]]. The main point in both cases is, however, to control the amount of [[Resources]] available to the player at any certain point of gameplay in such way that the player is always forced to plan and to make [[Tradeoffs]] when using the [[Resources]]. This is often used by having some form of [[Container]] that limits the amount of [[Resources]] available, and the capacity of the [[Container]], in turn, can be modulated by [[Improved Abilities]] or [[Decreased Abilities]] to modulate how limited the [[Resources]] are. Ways of combining [[Limited Resources]] and [[Renewable Resources]] may be that it is possible to gain new [[Resources]] from [[Pick-Ups]] or [[Resource Generators]] but either the [[Resources]] must be used far from these or that the amount of [[Renewable Resources]] are limited.", @@ -52,80 +54,80 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Container", + "file": "Container" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Container", - "file": "Container" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Resources", + "file": "Resources" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Resources", - "file": "Resources" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" + }, + { + "name": "Downtime", + "file": "Downtime" }, { "name": "Last Man Standing", @@ -135,9 +137,9 @@ "pattern_id": "LimitedResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "LimitedResources.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/LimitedSetofActions.json b/LimitedSetofActions.json index 928e7c4577358c911425154f0ef56aab4f73a2e0..02b92919972587a7d84aaf98282e5fc8fc183d2d 100644 --- a/LimitedSetofActions.json +++ b/LimitedSetofActions.json @@ -2,7 +2,10 @@ "pattern_name": "Limited Set of Actions", "description": "Players can only have a few actions to choose from.", "content": [ - "The actions that players can perform in a game are usually restricted, either because the focus of the game is centered on a limited topic or to make the game easy to play (although not necessarily to master)." + "The actions that players can perform in a game are usually restricted, either because the focus of the game is centered on a limited topic or to make the game easy to play (although not necessarily to master).", + "Example: Bidding in Poker only lets players choose from folding, matching, or raising a bet.", + "Example: Russian Roulette has only one possible action for a player, to pull the trigger.", + "Example: Players in real-time strategy games typically have very Limited Sets of Actions for each [[Unit]], and if the number of [[Units]] decreases, they have few actions overall to choose from." ], "using_the_pattern": [ "Limiting the possible actions available to players can be done either on an overall level or on a [[Focus Loci]] level. When done on a [[Focus Loci]] level by having limited amount of actions available to [[Avatars]] or [[Units]], the player may have many actions available in total but only have a few available at a time, which can create different play modes. Connecting actions to [[Units]] make it easy to further restrict the [[Limited Set of Actions]] as a [[Penalty]] for losing the [[Unit]], not only because the total number of possible actions shrinks but potentially because the loss of [[Privileged Abilities]] of the [[Unit]] leads to [[Ability Losses]] for the player. An example of this can be seen in Chess, where the loss of each piece reduces the total amount of actions players can choose from but may also cause the loss of specific types of actions such as diagonal moves or the knight's move.", @@ -42,45 +45,37 @@ "examples": [ "Bidding in Poker only lets players choose from folding, matching, or raising a bet.", "Russian Roulette has only one possible action for a player, to pull the trigger.", - "Players in real-time strategy games typically have very Limited Sets of Actions for each Unit, and if the number of Units decreases, they have few actions overall to choose from." + "Players in real-time strategy games typically have very Limited Sets of Actions for each [[Unit]], and if the number of [[Units]] decreases, they have few actions overall to choose from." ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Unit", - "file": "Units" - }, - { - "name": "Memorizing", - "file": "Memorizing" - }, - { - "name": "Game Masters", - "file": "GameMasters" - }, { "name": "Higher-Level Closures as Gameplay Progresses", "file": "Higher-LevelClosuresasGameplayProgresses" }, + { + "name": "Penalties", + "file": "Penalties" + }, { "name": "Gain Competence", "file": "GainCompetence" }, { - "name": "Units", - "file": "Units" + "name": "Ability Losses", + "file": "AbilityLosses" }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Units", + "file": "Units" }, { - "name": "Tension", - "file": "Tension" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { "name": "Narrative Structures", @@ -95,20 +90,24 @@ "file": "FreedomofChoice" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Game Masters", + "file": "GameMasters" + }, + { + "name": "Tension", + "file": "Tension" } ], "pattern_id": "LimitedSetofActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "LimitedSetofActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Lives.json b/Lives.json index 541cebf69b5f72db9af40a9c2fa5b880e6547e2c..5a3ab78da5a06ff2f6af000bec9a002ea380fba1 100644 --- a/Lives.json +++ b/Lives.json @@ -2,7 +2,10 @@ "pattern_name": "Lives", "description": "Lives can be defined as the number of chances a player has within a game session before it is terminated.", "content": [ - "The loss of an individual Life is usually also associated with at least some negative effects in the game." + "The loss of an individual Life is usually also associated with at least some negative effects in the game.", + "Example: Counter-Strike is sometimes regarded as the first multiplayer first-person shooter that made explicit use of [[Lives]]. The player's [[Avatar]] that was killed did not respawn, and the player had to wait until the next level started, in principle, giving each player one Life.", + "Example: Platform games such as Super Mario and The Legend of Zelda series make use of [[Lives]] but in such way that the only consequence of losing all [[Lives]] is that the player will have to restart from the latest saved location.", + "Example: In Asteroids, the player initially has three [[Lives]], and they are lost either when the [[Avatar]] is shot by the UFO or collides with an asteroid. When all [[Lives]] have been lost, it is the end of the game session." ], "using_the_pattern": [ "[[Lives]] are typically associated with [[Avatars]], but games using [[Units]] can also be regarded as using [[Lives]] through the use of [[Parallel Lives]]. The main considerations when introducing [[Lives]] in a game are: what can cause the loss of a Life, what are the consequences of losing a Life, and how many [[Lives]] are available. The loss of a Life is always a [[Penalty]], but the effect can vary. The loss of all [[Lives]] typically signifies the end of the game session for that player, but in games that allow players to join the game instance later, the player may simply start a new game session. The loss of a Life usually means that [[Tools]] are lost or that the player's [[Score]] is reduced but may also signify the loss of [[New Abilities]] and [[Privileged Abilities]] or require players to have a certain amount of [[Downtime]] before the gameplay can resume.", @@ -51,115 +54,107 @@ ] }, "examples": [ - "Counter-Strike is sometimes regarded as the first multiplayer first-person shooter that made explicit use of Lives. The player's Avatar that was killed did not respawn, and the player had to wait until the next level started, in principle, giving each player one Life.", - "Platform games such as Super Mario and The Legend of Zelda series make use of Lives but in such way that the only consequence of losing all Lives is that the player will have to restart from the latest saved location.", - "In Asteroids, the player initially has three Lives, and they are lost either when the Avatar is shot by the UFO or collides with an asteroid. When all Lives have been lost, it is the end of the game session." + "Counter-Strike is sometimes regarded as the first multiplayer first-person shooter that made explicit use of [[Lives]]. The player's [[Avatar]] that was killed did not respawn, and the player had to wait until the next level started, in principle, giving each player one Life.", + "Platform games such as Super Mario and The Legend of Zelda series make use of [[Lives]] but in such way that the only consequence of losing all [[Lives]] is that the player will have to restart from the latest saved location.", + "In Asteroids, the player initially has three [[Lives]], and they are lost either when the [[Avatar]] is shot by the UFO or collides with an asteroid. When all [[Lives]] have been lost, it is the end of the game session." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Survive", - "file": "Survive" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Combat", + "file": "Combat" }, { - "name": "Avatar", - "file": "Avatars" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Tension", + "file": "Tension" }, { - "name": "Characters", - "file": "Characters" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Survive", + "file": "Survive" }, { - "name": "Tension", - "file": "Tension" + "name": "Spawning", + "file": "Spawning" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Resources", + "file": "Resources" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Damage", - "file": "Damage" + "name": "Characters", + "file": "Characters" }, { - "name": "Combat", - "file": "Combat" + "name": "Parallel Lives", + "file": "ParallelLives" }, { - "name": "Lives", - "file": "Lives" + "name": "Player Killing", + "file": "PlayerKilling" }, { "name": "Evade", "file": "Evade" }, { - "name": "Spawning", - "file": "Spawning" - }, - { - "name": "Resources", - "file": "Resources" + "name": "Damage", + "file": "Damage" }, { "name": "Last Man Standing", "file": "LastManStanding" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" - }, - { - "name": "Penalties", - "file": "Penalties" + "name": "King of the Hill", + "file": "KingoftheHill" } ], "pattern_id": "Lives", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Lives.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Luck.json b/Luck.json index 16d4467a5dd34140aa3ef35278110fc15d164883..9f6a05067d029d969948196c27d94c64996939ff 100644 --- a/Luck.json +++ b/Luck.json @@ -2,7 +2,9 @@ "pattern_name": "Luck", "description": "The feeling that random effects are not random but favorable to the player.", "content": [ - "Many events in games are impossible for players to control in a predictable and repeatable fashion. However, when players feel that they can affect this event anyway, either through how they perform the action or what they wish for when the effect of the action is being determined, they may feel that they have [[Luck]]." + "Many events in games are impossible for players to control in a predictable and repeatable fashion. However, when players feel that they can affect this event anyway, either through how they perform the action or what they wish for when the effect of the action is being determined, they may feel that they have [[Luck]].", + "Example: Letting players roll dice in any game is motivated primarily by letting players experience the possibility of [[Luck]]; the main other reason is that nobody else should have to perform the physical actions for the players' game action.", + "Example: The high level of [[Luck]] in gambling games lets most people start playing the games easily and feel that they are competent players, even though [[Game Mastery]] might be very difficult to achieve." ], "using_the_pattern": [ "[[Luck]] is hard to explicitly design players to experience unless the game system cheats. This can be instantiated by [[Game Masters]] to provide maximum [[Tension]] but is a [[Risk/Reward]] choice, because if players notice the cheating, they will lose all [[Illusion of Influence]].", @@ -44,94 +46,90 @@ ] }, "examples": [ - "Letting players roll dice in any game is motivated primarily by letting players experience the possibility of Luck; the main other reason is that nobody else should have to perform the physical actions for the players' game action.", - "The high level of Luck in gambling games lets most people start playing the games easily and feel that they are competent players, even though Game Mastery might be very difficult to achieve." + "Letting players roll dice in any game is motivated primarily by letting players experience the possibility of [[Luck]]; the main other reason is that nobody else should have to perform the physical actions for the players' game action.", + "The high level of [[Luck]] in gambling games lets most people start playing the games easily and feel that they are competent players, even though [[Game Mastery]] might be very difficult to achieve." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Luck", - "file": "Luck" + "name": "Betting", + "file": "Betting" }, { "name": "Game Masters", "file": "GameMasters" }, { - "name": "Skills", - "file": "Skills" - }, - { - "name": "Tension", - "file": "Tension" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Dice", - "file": "Dice" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Polyathlons", "file": "Polyathlons" }, { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Tension", + "file": "Tension" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Dice", + "file": "Dice" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Skills", + "file": "Skills" }, { "name": "Randomness", "file": "Randomness" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Bluffing", "file": "Bluffing" + }, + { + "name": "Meta Games", + "file": "MetaGames" + }, + { + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" } ], "pattern_id": "Luck", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Luck.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Maneuvering.json b/Maneuvering.json index 6df1b9cc4258c38b246a2c8d0817af46090e3afa..a62b790770cf16b3770e1f593031006da3d7b850 100644 --- a/Maneuvering.json +++ b/Maneuvering.json @@ -2,7 +2,9 @@ "pattern_name": "Maneuvering", "description": "Controlling the movement of game elements in real-time games.", "content": [ - "Games in which players control vehicles or characters that move in real time often have [[Obstacles]] or [[Enemies]] that have to be avoided. Doing this in real time requires [[Maneuvering]] of the game elements under the players' control." + "Games in which players control vehicles or characters that move in real time often have [[Obstacles]] or [[Enemies]] that have to be avoided. Doing this in real time requires [[Maneuvering]] of the game elements under the players' control.", + "Example: Much of the skill in playing first-person shooters consists in being able to maneuver one's [[Avatar]] so one avoids enemy gunfire and has good opportunities to attack enemies.", + "Example: The racing game F-Zero GX requires player to maneuver to avoid obstacles and other vehicles while traveling at high speeds on a 3D racing track." ], "using_the_pattern": [ "[[Maneuvering]] can be necessary either due to the [[Movement]] of a game element controlled by a player or by the movement of other game elements. In the first case, [[Obstacles]] and [[Deadly Traps]] in the environment may cause emergent [[Evade]] goals, or [[Chargers]] and [[Pick-Ups]] may require [[Collecting]] actions, both of which can be completed by [[Maneuvering]]. [[Movement]] of other game elements can be [[Enemies]], or shots from them, that aim directly for the players' game elements or can be [[Ultra-Powerful Events]], e. g., raising bridges or rock falls, that have to be avoided. [[Maneuvering]] due to the [[Movement]] of other game elements does not only have to aid in Evading them but can also include [[Aim & Shoot]] actions with the intention of fulfilling [[Capture]] or [[Eliminate]] goals.", @@ -45,102 +47,98 @@ ] }, "examples": [ - "Much of the skill in playing first-person shooters consists in being able to maneuver one's Avatar so one avoids enemy gunfire and has good opportunities to attack enemies.", + "Much of the skill in playing first-person shooters consists in being able to maneuver one's [[Avatar]] so one avoids enemy gunfire and has good opportunities to attack enemies.", "The racing game F-Zero GX requires player to maneuver to avoid obstacles and other vehicles while traveling at high speeds on a 3D racing track." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Chargers", + "file": "Chargers" + }, + { + "name": "First-Person Views", + "file": "First-PersonViews" + }, + { + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" + }, + { + "name": "Enemies", + "file": "Enemies" }, { "name": "Aim & Shoot", "file": "Aim&Shoot" }, { - "name": "Avatar", - "file": "Avatars" + "name": "Movement", + "file": "Movement" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Capture", + "file": "Capture" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "First-Person Views", - "file": "First-PersonViews" - }, - { - "name": "Movement", - "file": "Movement" + "name": "Collecting", + "file": "Collecting" }, { "name": "Ultra-Powerful Events", "file": "Ultra-PowerfulEvents" }, { - "name": "Obstacles", - "file": "Obstacles" - }, - { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, - { - "name": "Capture", - "file": "Capture" - }, { "name": "Race", "file": "Race" }, { - "name": "Enemies", - "file": "Enemies" - }, - { - "name": "Pick-Ups", - "file": "Pick-Ups" - }, - { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "The Show Must Go On", "file": "TheShowMustGoOn" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Turn-Based Games", + "file": "Turn-BasedGames" } ], "pattern_id": "Maneuvering", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Maneuvering.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Memorizing.json b/Memorizing.json index 206d763bac6a6e6dad33fe350f73c9d8686be34e..26fd0d0571738fbbb96829f7516e2a83973cc2a2 100644 --- a/Memorizing.json +++ b/Memorizing.json @@ -2,7 +2,9 @@ "pattern_name": "Memorizing", "description": "Games where players gain benefit by remembering facts about the game or game state.", "content": [ - "Knowing what can happen in games is an advantage to players, and when players are shown information temporarily, they have an advantage of [[Memorizing]] that information." + "Knowing what can happen in games is an advantage to players, and when players are shown information temporarily, they have an advantage of [[Memorizing]] that information.", + "Example: Many card games give players benefits for [[Memorizing]] played cards, as this allows them to predict what cards they will be dealt or what possible card hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are identified [[Memorizing]] the cards.", + "Example: The games in the Simon toy by Mattel show patterns to players by playing sounds and showing lights. The players' goals are to repeat the patterns, which makes [[Memorizing]] the primary game skill." ], "using_the_pattern": [ "[[Memorizing]] can either be applicable for all game sessions of a game or be specific for individual game sessions. The first type is the learning of [[Strategic Knowledge,]] such as the distributions of effect determined by [[Randomness]], and is present in all games, but may be explicitly encouraged by game design where players receive [[Extra-Game Information]]. If this form of information can be used to directly solve specific goals, for example those related to [[Puzzle Solving]], the possibility of [[Memorizing]] lessens the [[Replayability]]. Explicitly supporting [[Memorizing]] in games is usually done by having [[Imperfect Information]] that becomes [[Perfect Information]] for a while and then reverts to [[Imperfect Information]] as presented by the game system.", @@ -52,122 +54,118 @@ ] }, "examples": [ - "Many card games give players benefits for Memorizing played cards, as this allows them to predict what cards they will be dealt or what possible card hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are identified Memorizing the cards.", - "The games in the Simon toy by Mattel show patterns to players by playing sounds and showing lights. The players' goals are to repeat the patterns, which makes Memorizing the primary game skill." + "Many card games give players benefits for [[Memorizing]] played cards, as this allows them to predict what cards they will be dealt or what possible card hands other players can have. Although not forbidden by the rules of the games, casinos have rules that forbid card counting and ban players who are identified [[Memorizing]] the cards.", + "The games in the Simon toy by Mattel show patterns to players by playing sounds and showing lights. The players' goals are to repeat the patterns, which makes [[Memorizing]] the primary game skill." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Invisible Walls", - "file": "InvisibleWalls" - }, - { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Overcome", + "file": "Overcome" }, { "name": "Perfect Information", "file": "PerfectInformation" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Empowerment", + "file": "Empowerment" + }, + { + "name": "Fog of War", + "file": "FogofWar" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Invisible Walls", + "file": "InvisibleWalls" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Polyathlons", + "file": "Polyathlons" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Memorizing", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Memorizing.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/MetaGames.json b/MetaGames.json index 8a61c5da41e730c391b31a58342ffd9532c4b95e..c43a26c17a94d8e704e0e27a23b8232eefbd3cfc 100644 --- a/MetaGames.json +++ b/MetaGames.json @@ -2,7 +2,9 @@ "pattern_name": "Meta Games", "description": "A game based on the effects and outcomes of other games.", "content": [ - "Some games are constructed around what happens in other games. These \"indirect\" games are [[Meta Games]], and as such, they usually put totally different demands on the participants than do the underlying games. In some cases, for example in betting on horse or dogs races, the underlying game may not be a proper game (and the participants may not be aware that they are participating in a game), but the participants of the [[Meta Game]] treat the activity as a game." + "Some games are constructed around what happens in other games. These \"indirect\" games are [[Meta Games]], and as such, they usually put totally different demands on the participants than do the underlying games. In some cases, for example in betting on horse or dogs races, the underlying game may not be a proper game (and the participants may not be aware that they are participating in a game), but the participants of the [[Meta Game]] treat the activity as a game.", + "Example: [[Tournaments]] are a common form of [[Meta Game]] where individual results of games are used as input to the [[Tournament]]. For some sports, for example Soccer, Hockey, and Basketball, playing the game in [[Tournament]] form is the normal way of organized games.", + "Example: Betting on the outcome of games is a classic form of [[Meta Game]]. In these [[Meta Games]], the skill required by players ranges from having the actual actions used in the games to having knowledge about the current condition and tactics of the participants in the game being bet upon." ], "using_the_pattern": [ "[[Meta Games]] can either be designed to be part of the underlying game or be designed independently of the underlying game.", @@ -49,114 +51,102 @@ ] }, "examples": [ - "Tournaments are a common form of Meta Game where individual results of games are used as input to the Tournament. For some sports, for example Soccer, Hockey, and Basketball, playing the game in Tournament form is the normal way of organized games.", - "Betting on the outcome of games is a classic form of Meta Game. In these Meta Games, the skill required by players ranges from having the actual actions used in the games to having knowledge about the current condition and tactics of the participants in the game being bet upon." + "[[Tournaments]] are a common form of [[Meta Game]] where individual results of games are used as input to the [[Tournament]]. For some sports, for example Soccer, Hockey, and Basketball, playing the game in [[Tournament]] form is the normal way of organized games.", + "Betting on the outcome of games is a classic form of [[Meta Game]]. In these [[Meta Games]], the skill required by players ranges from having the actual actions used in the games to having knowledge about the current condition and tactics of the participants in the game being bet upon." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Single-Player Games", - "file": "Single-PlayerGames" - }, - { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Score", + "file": "Score" }, { - "name": "Luck", - "file": "Luck" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Paper-Rock-Scissors", "file": "Paper-Rock-Scissors" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Handicaps", "file": "Handicaps" }, { - "name": "Meta Game", - "file": "MetaGames" - }, - { - "name": "Ownership", - "file": "Ownership" - }, - { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Betting", + "file": "Betting" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "High Score Lists", + "file": "HighScoreLists" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Luck", + "file": "Luck" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Score", - "file": "Score" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Tournament", - "file": "Tournaments" + "name": "Team Development", + "file": "TeamDevelopment" + }, + { + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "MetaGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "MetaGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/MoveableTiles.json b/MoveableTiles.json index adbbd8fe6bcb24b6bc80e94ccb4bc2583091b87d..6e49e1aa40be19fba85e1828b6c5fcde15497fa9 100644 --- a/MoveableTiles.json +++ b/MoveableTiles.json @@ -2,7 +2,8 @@ "pattern_name": "Moveable Tiles", "description": "These are Tiles that can move during gameplay either as the effect of player actions or game events.", "content": [ - "[[Moveable Tiles]] are very common in platform games from Super Mario Bros. to Crash Bandicoot to Super Monkey Ball. In these games, the [[Moveable Tiles]] mainly consist of constantly moving platforms the player has to use to reach certain places in the game. The main challenge for the player in such cases is to time and coordinate his movements according to the movement of the tiles. Another common use of [[Moveable Tiles]] is to allow the player to push, pull, or otherwise move the tiles around the [[Game World]], usually to block enemies or to reach otherwise inaccessible areas." + "[[Moveable Tiles]] are very common in platform games from Super Mario Bros. to Crash Bandicoot to Super Monkey Ball. In these games, the [[Moveable Tiles]] mainly consist of constantly moving platforms the player has to use to reach certain places in the game. The main challenge for the player in such cases is to time and coordinate his movements according to the movement of the tiles. Another common use of [[Moveable Tiles]] is to allow the player to push, pull, or otherwise move the tiles around the [[Game World]], usually to block enemies or to reach otherwise inaccessible areas.", + "Example: One of the levels in Super Monkey Ball consists almost exclusively of moving tiles, where each tile contains bananas for bonus scores. The tiles move in a very predictable pattern by first contracting to the center of the level and then again spreading out." ], "using_the_pattern": [ "Besides the considerations that need to be made for other [[Tiles]], the design of [[Moveable Tiles]] requires decisions regarding the movement patterns, such as how the movement is activated and how the movement can be stopped, if necessary. Movement patterns can either be predetermined, decided on the fly using [[Randomness]], or determined by the actions made either by game elements on the tile or through [[Controllers]]. The activation of the movement may be due to certain events or actions (maybe requiring some form of [[Resources]]), or the movement may be constant so that activation is not required, and the movement may continue only for a limited amount of time. The movement of the tile may also end or change direction when blocked by an [[Obstacle]]. When the movement is caused by player actions, this provides a form of [[Reconfigurable Game World]].", @@ -39,40 +40,40 @@ "file": "Controllers" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Timing", - "file": "Timing" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Tiles", + "file": "Tiles" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Timing", + "file": "Timing" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "MoveableTiles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "MoveableTiles.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Movement.json b/Movement.json index 951a83439b6d1480f2f08ce8eed1fc819b23e2e1..da48468e09603a5ea310c0c7d290dcd49eb49898 100644 --- a/Movement.json +++ b/Movement.json @@ -2,7 +2,10 @@ "pattern_name": "Movement", "description": "The action of moving game elements in the Game World.", "content": [ - "[[Movement]] of game elements is a common action in games that have a [[Game World]] or board. [[Movement]] allows players to try and move game elements into favorable positions as well as control or explore the game area." + "[[Movement]] of game elements is a common action in games that have a [[Game World]] or board. [[Movement]] allows players to try and move game elements into favorable positions as well as control or explore the game area.", + "Example: Racing games such as F-Zero GX and Mario Kart: Double Dash!! have movement as the primary activity in the game.", + "Example: With the exception of the value of kings and the ability of pawns to become queens, different [[Movement]] abilities are what distinguish different types of pieces in Chess.", + "Example: Spacewar and Asteroids both allow players to move spaceships by rotation and thrust in the spaceships' direction. However, they also allow players to escape dangerous situations by providing a limited number of hyperjumps that place the spaceship in a random location." ], "using_the_pattern": [ "Deciding how game elements can move depends on the [[Game World]] and the intended differences between game elements. [[Obstacles]], [[Inaccessible Areas]], and [[Deadly Traps]] in the [[Game World]] can all be used as basics for [[Privileged Movement]] or [[Movement Limitations]]. The easiest form of [[Privileged Movement]] for one game element compared to other game elements is the ability to move faster (or longer in [[Turn-Based Games]]). This can be used to modulate the [[Right Level of Difficulty]] in [[Capture]] and [[Evade]] goals.", @@ -54,122 +57,118 @@ }, "examples": [ "Racing games such as F-Zero GX and Mario Kart: Double Dash!! have movement as the primary activity in the game.", - "With the exception of the value of kings and the ability of pawns to become queens, different Movement abilities are what distinguish different types of pieces in Chess.", + "With the exception of the value of kings and the ability of pawns to become queens, different [[Movement]] abilities are what distinguish different types of pieces in Chess.", "Spacewar and Asteroids both allow players to move spaceships by rotation and thrust in the spaceships' direction. However, they also allow players to escape dangerous situations by providing a limited number of hyperjumps that place the spaceship in a random location." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Collecting", - "file": "Collecting" - }, - { - "name": "Traverse", - "file": "Traverse" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" - }, - { - "name": "Movement", - "file": "Movement" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Traverse", + "file": "Traverse" }, { "name": "Capture", "file": "Capture" }, + { + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" + }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Evade", - "file": "Evade" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Race", - "file": "Race" + "name": "Herd", + "file": "Herd" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Race", + "file": "Race" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Evade", + "file": "Evade" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Herd", - "file": "Herd" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "Movement", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Movement.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/MovementLimitations.json b/MovementLimitations.json index f744caf14b9d2eb11ecd01863e1d10f5f244f073..4eb32694adc5b6cfdeb589d394cb24e882ec1de4 100644 --- a/MovementLimitations.json +++ b/MovementLimitations.json @@ -2,7 +2,10 @@ "pattern_name": "Movement Limitations", "description": "The movement of game elements is limited in some way.", "content": [ - "In games where movement is an important aspect of game play, limitations to the movement ability are common. These may be part of the game environment and effect all players that enter an area, part of what defines the game element, or effects of being hit by enemies." + "In games where movement is an important aspect of game play, limitations to the movement ability are common. These may be part of the game environment and effect all players that enter an area, part of what defines the game element, or effects of being hit by enemies.", + "Example: icy areas in Super Mario 64 and Return to Castle Wolfenstein: Enemy Territory make steering difficult and affect acceleration and deceleration.", + "Example: the banana peel, polygon ball, and ice cube power-ups in the Monkey Race 2 party game in Super Monkey Ball 2 all let players shoot or drop objects that negatively affect other players movement if hit.", + "Example: many racing games make the leading vehicle have a little lower maximum speed than the others vehicles in order to increase the chance of the other vehicles catching up." ], "using_the_pattern": [ "[[Movement Limitations]] can occur in both [[Real-Time Games]] and [[Turn-Based Games]]. In [[Real-Time Games]] they typically take the form of making [[Maneuvering]] more difficult or decreasing speed but can also make areas of the [[Game World]] into [[Obstacles]] or [[Inaccessible Areas]] (typically marked with Outstanding Features). In [[Turn-Based Games]] movement is nearly always limited by [[Budgeted Action Points]] but the cost for movement can be different for different kinds of movement to signify specific [[Movement Limitations]]. When the action points can be used for other actions as well this further imposes limitations and forces players to do [[Risk/Reward]] choices.", @@ -50,88 +53,88 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Downtime", - "file": "Downtime" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Risk/Reward", + "file": "RiskReward" }, { "name": "Leaps of Faith", "file": "LeapsofFaith" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" - }, - { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Tension", "file": "Tension" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Penalties", + "file": "Penalties" }, { "name": "Movement", "file": "Movement" }, { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Obstacles", - "file": "Obstacles" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { "name": "Budgeted Action Points", "file": "BudgetedActionPoints" }, { - "name": "Evade", - "file": "Evade" - }, - { - "name": "Race", - "file": "Race" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { "name": "Area Control", "file": "AreaControl" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Race", + "file": "Race" + }, + { + "name": "Obstacles", + "file": "Obstacles" + }, + { + "name": "Evade", + "file": "Evade" + }, + { + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "MovementLimitations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "MovementLimitations.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Mule.json b/Mule.json index be741a8748c33d3773cd5810d597223a9bb68e8c..148085e12915e912fdf93a476bd6af60cdd3fd67 100644 --- a/Mule.json +++ b/Mule.json @@ -2,7 +2,8 @@ "pattern_name": "Mule", "description": "A Mule is a player character that is set, typically by using scripts, to perform long, monotonous and specialized sets of actions.", "content": [ - "Mules provide means of automating actions, typically actions that generate resources, which other game elements under the player's control benefit from using. [[Mule]] is, in effect, an automated player character, which is used to boost up the character under direct player control in Massively Multiplayer Online Games." + "Mules provide means of automating actions, typically actions that generate resources, which other game elements under the player's control benefit from using. [[Mule]] is, in effect, an automated player character, which is used to boost up the character under direct player control in Massively Multiplayer Online Games.", + "Example: the player can set the villagers in Age of Empires to gather resources until the resources run out or the player gives them different tasks." ], "using_the_pattern": [ "Several features of components other than the character need to be considered when making a [[Mule]] possible. First, players must be able to define scripts or sequences of actions for game elements (although the game clients may be hacked to perform such functions). Second, monotonous actions must be possible, i. e. an action must be possible to repeat many times with a chance of gaining a positive outcome each time. Third, the actions of a [[Mule]] usually require the presence of some resource that is refined into another resource, in practice making the [[Mule]] a [[Converter]].", @@ -35,14 +36,14 @@ "name": "Risk/Reward", "file": "RiskReward" }, - { - "name": "Diminishing Returns", - "file": "DiminishingReturns" - }, { "name": "Avatars", "file": "Avatars" }, + { + "name": "Diminishing Returns", + "file": "DiminishingReturns" + }, { "name": "Resource Generators", "file": "ResourceGenerators" @@ -51,9 +52,9 @@ "pattern_id": "Mule", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Mule.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/MultiplayerGames.json b/MultiplayerGames.json index 4992542787cd4970698ef00b17a4d8a52bf24bac..0c4e872629ac1fb014ee623a578a3f08ed206608 100644 --- a/MultiplayerGames.json +++ b/MultiplayerGames.json @@ -2,7 +2,9 @@ "pattern_name": "Multiplayer Games", "description": "Games that have more than one player.", "content": [ - "The scope of [[Multiplayer Games]] is vast, and most games in general are played in social situations, which by their nature require more than one person participating in the game. The number of players varies from just two players competing directly to thousands of players participating in the same game." + "The scope of [[Multiplayer Games]] is vast, and most games in general are played in social situations, which by their nature require more than one person participating in the game. The number of players varies from just two players competing directly to thousands of players participating in the same game.", + "Example: Chess has two players competing against one another by taking turns.", + "Example: MMORPGs can have thousands of players playing the same game instance simultaneously and tens or even hundreds of thousands of players participating in the game instance asynchronously." ], "using_the_pattern": [ "Although it may seem that the main requirement for [[Multiplayer Games]] is that the game supports several players, even [[Single-Player Games]] can be a possible foundation for making [[Multiplayer Games.]] This can be accomplished by organizing players in [[Tournaments]], introducing [[Ghosts]], or some other [[Meta Game]] elements or [[Extra-Game Actions]], these games can become [[Multiplayer Games]] as long as players can affect the gameplay of the other players or compare their individual efforts against each other.", @@ -68,148 +70,148 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Ghosts", - "file": "Ghosts" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Characters", - "file": "Characters" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { "name": "Skills", "file": "Skills" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Agents", - "file": "Agents" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Characters", + "file": "Characters" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Identification", "file": "Identification" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Agents", + "file": "Agents" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "MultiplayerGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "MultiplayerGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/MutualGoals.json b/MutualGoals.json index 94e0534073b9ed7b08fb901d90ad6738dc881326..bebc777ffc171c52e9e90d806a7b93bfc6df1bce 100644 --- a/MutualGoals.json +++ b/MutualGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Mutual Goals", "description": "The players, or some of the players, try to reach a goal within the game together.", "content": [ - "Some goals players have in a game are not only expressed in the same way but are the same goal. This means that the completion of the goal is not determined solely on one player's actions and that penalties and rewards associated with the goal is shared between the players. Thus, this pattern occurs whenever more than one player has exactly the same goal, e. g. \"we both try to get the red car to come first\" but not \"we both try to get our respective cars, which happen to all be red, to come first\". This means that the end conditions of [[Mutual Goals]] are the same for all of the players committed to that goal. The questions of whether to define several players to have one [[Mutual Goal]] or the same players all having identical [[Mutual Goals]] depends mainly if individual players can stop having the goal while other players continue to have it." + "Some goals players have in a game are not only expressed in the same way but are the same goal. This means that the completion of the goal is not determined solely on one player's actions and that penalties and rewards associated with the goal is shared between the players. Thus, this pattern occurs whenever more than one player has exactly the same goal, e. g. \"we both try to get the red car to come first\" but not \"we both try to get our respective cars, which happen to all be red, to come first\". This means that the end conditions of [[Mutual Goals]] are the same for all of the players committed to that goal. The questions of whether to define several players to have one [[Mutual Goal]] or the same players all having identical [[Mutual Goals]] depends mainly if individual players can stop having the goal while other players continue to have it.", + "Example: In the Lord of the Rings board game by Reiner Knizia the players have a strong high-level goal of destroying the Ring and surviving Sauron's corrupting powers. All the players lose if the ring bearer falls to Sauron's corruption and the players win if the ring bearer manages to destroy the Ring in Mount Doom.", + "Example: Hunting in teams in Massively Multiplayer Online Roleplaying Games consists of a series of [[Mutual Goals]] of killing monsters. The hunting teams usually contain players with different skill and attribute sets: the strong fighters engage the monsters in direct combat to keep the healers and wizards safe from the attacking monsters. The healers, obviously, heal the injured characters during the fight and the wizards cast long range attack spells on the monsters. The [[Mutual Goal]] in this case is clear: kill the attacking monster or monsters together." ], "using_the_pattern": [ "One of the main design choices regarding the shared nature of [[Mutual Goals]] is whether they should be [[Predefined Goals]] or [[Player Defined Goals]] in regard to which players share the goal. Hybrids between the two are possible; for example the number of players may be predefined but the composition of players may be up to the players to decide.", @@ -57,117 +59,109 @@ }, "examples": [ "In the Lord of the Rings board game by Reiner Knizia the players have a strong high-level goal of destroying the Ring and surviving Sauron's corrupting powers. All the players lose if the ring bearer falls to Sauron's corruption and the players win if the ring bearer manages to destroy the Ring in Mount Doom.", - "Hunting in teams in Massively Multiplayer Online Roleplaying Games consists of a series of Mutual Goals of killing monsters. The hunting teams usually contain players with different skill and attribute sets: the strong fighters engage the monsters in direct combat to keep the healers and wizards safe from the attacking monsters. The healers, obviously, heal the injured characters during the fight and the wizards cast long range attack spells on the monsters. The Mutual Goal in this case is clear: kill the attacking monster or monsters together." + "Hunting in teams in Massively Multiplayer Online Roleplaying Games consists of a series of [[Mutual Goals]] of killing monsters. The hunting teams usually contain players with different skill and attribute sets: the strong fighters engage the monsters in direct combat to keep the healers and wizards safe from the attacking monsters. The healers, obviously, heal the injured characters during the fight and the wizards cast long range attack spells on the monsters. The [[Mutual Goal]] in this case is clear: kill the attacking monster or monsters together." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Symmetric Goals", - "file": "SymmetricGoals" - }, - { - "name": "Mutual Goal", - "file": "MutualGoals" - }, - { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Competition", - "file": "Competition" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Ownership", + "file": "Ownership" }, { "name": "Shared Resources", "file": "SharedResources" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Competition", + "file": "Competition" }, { "name": "Team Elimination", "file": "TeamElimination" }, { - "name": "Mutual Goals", - "file": "MutualGoals" - }, - { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Conflict", + "file": "Conflict" }, { "name": "Incompatible Goals", "file": "IncompatibleGoals" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" + }, + { + "name": "Alliances", + "file": "Alliances" + }, + { + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "MutualGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "MutualGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/NarrativeStructures.json b/NarrativeStructures.json index 36e25920bd538a0c57b604c4f7ad2b6836b59098..24c42bc3a7eb0f1c823ab7977c85b9eb6640eabe 100644 --- a/NarrativeStructures.json +++ b/NarrativeStructures.json @@ -2,7 +2,9 @@ "pattern_name": "Narrative Structures", "description": "The structures of the stories that are unfolded by playing the game.", "content": [ - "Having stories in games gives players both motivations for the existence of goals and challenges in the game and rewards for completing the goals by weaving the consequences of players' actions into an unfolding story. This [[Narrative Structure]] does not have to be completely fixed; many games for example allow many different kinds of endings or let players achieve goals in many different ways without affecting the overall structure of the story." + "Having stories in games gives players both motivations for the existence of goals and challenges in the game and rewards for completing the goals by weaving the consequences of players' actions into an unfolding story. This [[Narrative Structure]] does not have to be completely fixed; many games for example allow many different kinds of endings or let players achieve goals in many different ways without affecting the overall structure of the story.", + "Example: The Sims does not have an explicit [[Narrative Structure]] built into the game but allows players to create their own stories by directing the actions of the Sims.", + "Example: The Final Fantasy series has a complex story with personal relations as an important ingredient, and playing the game may be as much for experiencing the story as the gameplay challenges it offers." ], "using_the_pattern": [ "The main ingredients of [[Narrative Structures]] are [[Characters]] with their goals, [[Ultra-Powerful Events]] that ensure dramatic points and challenges. The latter is commonly [[Enemies]], with [[Boss Monsters]] representing points of extra [[Tension]] and possible [[Closure Points]]. The [[Right Level of Complexity]] of a [[Narrative Structure]] may be achieved by adding [[Role Reversals]] and [[Red Herrings]]. [[Narrative Structures]] require that at least some actions are [[Irreversible Actions]] for the narrative move forward and make [[Storytelling]] affect the game state, with [[Cut Scenes]] as the strongest form game designers have to control the flow of narrative. [[Reversability]], however, is often used to avoid player frustration associated with forcing the players to play the same parts of the game all over again in case of failing to achieve subgoals in the [[Narrative Structure]].", @@ -101,286 +103,278 @@ ] }, "examples": [ - "The Sims does not have an explicit Narrative Structure built into the game but allows players to create their own stories by directing the actions of the Sims.", + "The Sims does not have an explicit [[Narrative Structure]] built into the game but allows players to create their own stories by directing the actions of the Sims.", "The Final Fantasy series has a complex story with personal relations as an important ingredient, and playing the game may be as much for experiencing the story as the gameplay challenges it offers." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Narrative Structure", - "file": "NarrativeStructures" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Collection", + "file": "Collection" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Tension", + "file": "Tension" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Game Masters", - "file": "GameMasters" - }, - { - "name": "Alternative Reality", - "file": "AlternativeReality" - }, - { - "name": "Characters", - "file": "Characters" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Tension", - "file": "Tension" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Levels", + "file": "Levels" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Levels", - "file": "Levels" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Incompatible Goals", "file": "IncompatibleGoals" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Characters", + "file": "Characters" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Clues", + "file": "Clues" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Collection", - "file": "Collection" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Closure Points", + "file": "ClosurePoints" }, { "name": "Identification", "file": "Identification" }, { - "name": "Clues", - "file": "Clues" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Rewards", + "file": "Rewards" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "Rescue", + "file": "Rescue" }, { "name": "Indirect Information", @@ -389,14 +383,18 @@ { "name": "Delivery", "file": "Delivery" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "NarrativeStructures", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "NarrativeStructures.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/NearMissIndicators.json b/NearMissIndicators.json index d6c68a4854c123989a111c781532c06c829d7cca..ee6b81fc215313340e120fb1f38eebd286b6e0a6 100644 --- a/NearMissIndicators.json +++ b/NearMissIndicators.json @@ -3,7 +3,11 @@ "description": "Players have explicit information about how close they were to achieving a goal when they have failed to achieve it", "content": [ "Players can receive near miss information about two sorts of actions, those they have performed themselves and those that others have performed. Indicating in an explicit way to players that the just missed completing the goal heightens the sense of failure. This feeling, a psychological phenomenon called the near miss effect, can occur in many games and has been explicitly used in studies of gambling addiction. The player who perceives the failure as a near miss situation, i. e. that the player was very close to succeeding, is much more likely to try again leading to more seductive or addictive game play.", - "In contrast, being informed that another player has just missed a goal can be valuable information to redirect tactics and goals as well as significantly changing the tension in the game." + "In contrast, being informed that another player has just missed a goal can be valuable information to redirect tactics and goals as well as significantly changing the tension in the game.", + "Example: Bowling has an implicit [[Near Miss Indicator]] in that the number of pins left standing is a direct measure of how near the player was from succeeding. Further, pins are built in such way that they are prone to sway from one side to another without ultimately falling, providing another layer of implicit [[Near Miss Indicators]] in Bowling.", + "Example: slot machines usually have the symbols arranged in such way that near misses, such as getting two cherries when three is required, are more frequent than random distribution would predict. Similar [[Near Miss Indicators]] can be found in other games of luck such as scratch pads.", + "Example: The design of a Roulette wheel supports [[Near Miss Indicator]] for bets on Red or Black colors. Although primarily done to minimize possibilities of prediction, the design makes a loss only one slot away from one or two winning positions.", + "Example: sounds and visual effects of explosions and bullet shots near players' avatars in first-person shooters indicate that someone just has missed, and more importantly that someone knows where the players are and wants to shoot them." ], "using_the_pattern": [ "[[Near Miss Indicators]] may be explicitly added to games for two main reasons. The first is to allow players to become better at the actions they are trying to perform. In this case the indicator can not only provide [[Direct Information]] about the game state regarding the player's action but also about those opponents. The second reason is to support [[Replayability]]. In this case, even gross failures can be indicated as near misses by using [[Imperfect Information]]. This is easier in games based more on [[Luck]] than skill as the player might not know the exact mechanisms for determining the outcome as in slot machines, and especially in computer-based simulations of slot machines.", @@ -36,72 +40,64 @@ "Potentially conflicting with": [] }, "examples": [ - "Bowling has an implicit Near Miss Indicator in that the number of pins left standing is a direct measure of how near the player was from succeeding. Further, pins are built in such way that they are prone to sway from one side to another without ultimately falling, providing another layer of implicit Near Miss Indicators in Bowling.", - "slot machines usually have the symbols arranged in such way that near misses, such as getting two cherries when three is required, are more frequent than random distribution would predict. Similar Near Miss Indicators can be found in other games of luck such as scratch pads.", - "The design of a Roulette wheel supports Near Miss Indicator for bets on Red or Black colors. Although primarily done to minimize possibilities of prediction, the design makes a loss only one slot away from one or two winning positions.", + "Bowling has an implicit [[Near Miss Indicator]] in that the number of pins left standing is a direct measure of how near the player was from succeeding. Further, pins are built in such way that they are prone to sway from one side to another without ultimately falling, providing another layer of implicit [[Near Miss Indicators]] in Bowling.", + "slot machines usually have the symbols arranged in such way that near misses, such as getting two cherries when three is required, are more frequent than random distribution would predict. Similar [[Near Miss Indicators]] can be found in other games of luck such as scratch pads.", + "The design of a Roulette wheel supports [[Near Miss Indicator]] for bets on Red or Black colors. Although primarily done to minimize possibilities of prediction, the design makes a loss only one slot away from one or two winning positions.", "sounds and visual effects of explosions and bullet shots near players' avatars in first-person shooters indicate that someone just has missed, and more importantly that someone knows where the players are and wants to shoot them." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" - }, - { - "name": "Tension", - "file": "Tension" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Luck", + "file": "Luck" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Tension", + "file": "Tension" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Luck", - "file": "Luck" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Replayability", "file": "Replayability" - }, - { - "name": "Near Miss Indicator", - "file": "NearMissIndicators" } ], "pattern_id": "NearMissIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "NearMissIndicators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Negotiation.json b/Negotiation.json index 8724510d65da24ed20e4f1bdcc6359c317fab163..9022b635406880ff6bfdc0ffbffde7a6a7393605 100644 --- a/Negotiation.json +++ b/Negotiation.json @@ -2,7 +2,9 @@ "pattern_name": "Negotiation", "description": "A situation where the players confer with each other in order to reach an agreement or settlement.", "content": [ - "[[Negotiations]] in most games are specific modes of play where the players have to agree upon something, for example, bargaining over the exact contents of a trade. The actual [[Negotiation]] can be totally uncontrolled by the game system or can be formalized with rules on what kinds of offers can be made, when the offers can be made, and how breaches agreements should be handled." + "[[Negotiations]] in most games are specific modes of play where the players have to agree upon something, for example, bargaining over the exact contents of a trade. The actual [[Negotiation]] can be totally uncontrolled by the game system or can be formalized with rules on what kinds of offers can be made, when the offers can be made, and how breaches agreements should be handled.", + "Example: Diplomacy, the board game, has a specific diplomacy phase during which the players are able to negotiate alliances and coordinate their actions.", + "Example: The [[Trading]] phase of Settlers of Catan allows the player whose turn it is to start [[Negotiations]] with other players about the trade. This [[Negotiation]] phase can contain offers and counter offers from all the other players as well, but only with the player initiating the trade. Each [[Negotiation]] ends when the players have resolved the trade, and the [[Negotiation]] phase itself ends when the initiating player declares that it has ended." ], "using_the_pattern": [ "[[Negotiation]] can either be motivated by players wanting [[Resources]] from other players, wanting players to do or not do specific actions due to [[Asymmetric Abilities]] between players, or having to make common decisions regarding [[Player Decided Results]] or [[Shared Resources]].", @@ -68,169 +70,161 @@ }, "examples": [ "Diplomacy, the board game, has a specific diplomacy phase during which the players are able to negotiate alliances and coordinate their actions.", - "The Trading phase of Settlers of Catan allows the player whose turn it is to start Negotiations with other players about the trade. This Negotiation phase can contain offers and counter offers from all the other players as well, but only with the player initiating the trade. Each Negotiation ends when the players have resolved the trade, and the Negotiation phase itself ends when the initiating player declares that it has ended." + "The [[Trading]] phase of Settlers of Catan allows the player whose turn it is to start [[Negotiations]] with other players about the trade. This [[Negotiation]] phase can contain offers and counter offers from all the other players as well, but only with the player initiating the trade. Each [[Negotiation]] ends when the players have resolved the trade, and the [[Negotiation]] phase itself ends when the initiating player declares that it has ended." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Trading", + "file": "Trading" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { "name": "Handicaps", "file": "Handicaps" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Trading", - "file": "Trading" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Turn Taking", "file": "TurnTaking" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" - }, - { - "name": "Mutual Goals", - "file": "MutualGoals" - }, - { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Polyathlons", + "file": "Polyathlons" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { "name": "Dynamic Alliances", "file": "DynamicAlliances" }, { - "name": "Negotiations", - "file": "Negotiation" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Symmetric Information", + "file": "SymmetricInformation" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "Negotiation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Negotiation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/NeverEndingStories.json b/NeverEndingStories.json index 00f7565303ec85887b74513abc5082b1751f9692..419f4343e14e3b8b12e0d1e6e086d899e0b7f1f6 100644 --- a/NeverEndingStories.json +++ b/NeverEndingStories.json @@ -2,7 +2,9 @@ "pattern_name": "Never Ending Stories", "description": "Stories in games which have no predefined ends.", "content": [ - "Some games with stories in them have no points where the game ends. This means that the story continues until players or game facilitators lose interesting in playing the game." + "Some games with stories in them have no points where the game ends. This means that the story continues until players or game facilitators lose interesting in playing the game.", + "Example: The Sims can be played for as long as the players want to influence the characters actions.", + "Example: MUDs and MMORPGs have world stories that continuously develop as long as the server providing the game is running and players or game facilitators affect the game state." ], "using_the_pattern": [ "[[Never Ending Stories]] require the presence of [[Dedicated Game Facilitators]], players with [[Creative Control]] over the [[Narrative Structure]] through [[Storytelling]], or evaluation functions that can generate [[Narrative Structure]] based on the current game state and [[Randomness]]. The [[Never Ending Stories]] do not have to be contained within one game session; roleplaying games, for example, can have long pauses between playing different scenarios that continue a [[Never Ending Story]] and feel more like different game sessions with the storiespassed between them as [[Trans-Game Information]].", @@ -40,29 +42,13 @@ ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ - { - "name": "Game World", - "file": "GameWorld" - }, { "name": "Dedicated Game Facilitators", "file": "DedicatedGameFacilitators" }, { - "name": "Randomness", - "file": "Randomness" - }, - { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" - }, - { - "name": "Narrative Structures", - "file": "NarrativeStructures" - }, - { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Closure Points", @@ -73,24 +59,40 @@ "file": "Storytelling" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Surprises", "file": "Surprises" }, + { + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" + }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Randomness", + "file": "Randomness" + }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "NeverEndingStories", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "NeverEndingStories.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/NewAbilities.json b/NewAbilities.json index eed15aecee439c657a61c1bc41743f0287696e13..2f8d85c40d2b3d50dcd2275dc8ccbe72dd44ef05 100644 --- a/NewAbilities.json +++ b/NewAbilities.json @@ -2,7 +2,10 @@ "pattern_name": "New Abilities", "description": "Gaining new abilities during gameplay.", "content": [ - "Many games provide players with additional actions that they can perform after they have started playing. These [[New Abilities]] give players more freedom in the game and allow them to be more empowered as gameplay continues." + "Many games provide players with additional actions that they can perform after they have started playing. These [[New Abilities]] give players more freedom in the game and allow them to be more empowered as gameplay continues.", + "Example: Roleplaying games that use character levels often, especially to wizard or cleric character classes, award players with new spell-casting abilities. Other examples of new abilities include new forms of attack for fighters and new stealth possibilities for thieves.", + "Example: Return to Castle Wolfenstein: Enemy Territory allows players to gain experience in several different skills during game play. When players \"level up\" in a skill, they gain new abilities connected to that skill, e. g., being able to call air strikes based on observation with binoculars, fully reviving team mates with health injections, or having more ammunition in supply packs.", + "Example: Becoming a zombie in Zombiepox does not automatically mean game over, since players can cure their [[Avatars]] by finding brains. However, the players' [[Avatars]] have the ability to spread the zombie disease just like other zombies, which does not aid in player success." ], "using_the_pattern": [ "Besides what abilities should be given, the primary design choices for [[New Ability]] are if the ability gains are temporary, if the ability is linked to a certain [[Focus Loci]] or to the player, and if players can affect what ability is gained. Further, the [[New Ability]] may be the cause of a [[Reward]] or the result of an [[Investment]].", @@ -69,165 +72,161 @@ "examples": [ "Roleplaying games that use character levels often, especially to wizard or cleric character classes, award players with new spell-casting abilities. Other examples of new abilities include new forms of attack for fighters and new stealth possibilities for thieves.", "Return to Castle Wolfenstein: Enemy Territory allows players to gain experience in several different skills during game play. When players \"level up\" in a skill, they gain new abilities connected to that skill, e. g., being able to call air strikes based on observation with binoculars, fully reviving team mates with health injections, or having more ammunition in supply packs.", - "Becoming a zombie in Zombiepox does not automatically mean game over, since players can cure their Avatars by finding brains. However, the players' Avatars have the ability to spread the zombie disease just like other zombies, which does not aid in player success." + "Becoming a zombie in Zombiepox does not automatically mean game over, since players can cure their [[Avatars]] by finding brains. However, the players' [[Avatars]] have the ability to spread the zombie disease just like other zombies, which does not aid in player success." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Units", + "file": "Units" }, { - "name": "Investments", - "file": "Investments" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Characters", - "file": "Characters" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Units", - "file": "Units" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Investments", + "file": "Investments" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Tools", + "file": "Tools" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Lives", "file": "Lives" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" - }, - { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Characters", + "file": "Characters" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Tools", - "file": "Tools" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Team Development", + "file": "TeamDevelopment" } ], "pattern_id": "NewAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "NewAbilities.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/No-Ops.json b/No-Ops.json index db0153c4dbac49deaa83da549756d76eab25c1c1..e416ae31a1c1e706b8dbfc7a974a82256df7fe9e 100644 --- a/No-Ops.json +++ b/No-Ops.json @@ -2,7 +2,9 @@ "pattern_name": "No-Ops", "description": "The action of doing nothing.", "content": [ - "Sometimes the best action in a game is to do nothing and wait for the environment to change. These actions are called No-Ops from the instructions from programming with the same name. No-Ops can also be forced on players as punishments for other players or as effects of the player's own actions." + "Sometimes the best action in a game is to do nothing and wait for the environment to change. These actions are called No-Ops from the instructions from programming with the same name. No-Ops can also be forced on players as punishments for other players or as effects of the player's own actions.", + "Example: trying to avoid guards in the Thief series of games requires that one combines silent and careful movement with periods of inactivity to not be noticed.", + "Example: powering down in the board game RoboRally to repair damage requires that a player is prepared to spend one turn doing a [[No-Op]]." ], "using_the_pattern": [ "The prime design choice for [[No-Ops]] is if they are voluntary or not. [[Turn-Based Games]] can enforce players to do actions every turn in order for the game to continue and may have [[No-Ops]] as [[Privileged Abilities]]. [[No-Ops]] are also used in these games as a form of [[Penalty]] for performing [[Privileged Abilities]]. [[Tick-Based Games]] and [[Real-Time Games]] cannot require players to do actions all the time so they support voluntary [[No-Ops]]. But this is a matter of perspective, in [[Real-Time Games]] where the player's [[Avatar]] or [[Units]] move continuously, which can be described as applying [[The Show Must Go On]] on players' game elements, this can be seen as an action and players only have the choice between doing the pre-chosen action or another from a set of possible actions.", @@ -39,33 +41,41 @@ }, "examples": [ "trying to avoid guards in the Thief series of games requires that one combines silent and careful movement with periods of inactivity to not be noticed.", - "powering down in the board game RoboRally to repair damage requires that a player is prepared to spend one turn doing a No-Op." + "powering down in the board game RoboRally to repair damage requires that a player is prepared to spend one turn doing a [[No-Op]]." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Penalties", + "file": "Penalties" + }, + { + "name": "Camping", + "file": "Camping" }, { "name": "Varied Gameplay", "file": "VariedGameplay" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Camping", - "file": "Camping" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "No-Op", - "file": "No-Ops" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Tension", - "file": "Tension" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Turn-Based Games", @@ -75,37 +85,25 @@ "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, - { - "name": "Timing", - "file": "Timing" - }, { "name": "Tick-Based Games", "file": "Tick-BasedGames" }, { - "name": "Extended Actions", - "file": "ExtendedActions" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" - }, - { - "name": "Penalties", - "file": "Penalties" + "name": "Timing", + "file": "Timing" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Tension", + "file": "Tension" } ], "pattern_id": "No-Ops", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "No-Ops.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Non-RenewableResources.json b/Non-RenewableResources.json index bc9f79dc2fcb7d1f16d45e0e942bf06194667034..d1808907da89d8d99364dff50baef0100b8a9801 100644 --- a/Non-RenewableResources.json +++ b/Non-RenewableResources.json @@ -2,7 +2,9 @@ "pattern_name": "Non-Renewable Resources", "description": "The amount of resources available in the game is determined at the start of the game and these resources cannot be renewed once they are exhausted.", "content": [ - "Some resources in games all exist at the beginning of game sessions and are not replaced as they are used. These [[Non-Renewable Resources]] thereby have a fundamentally higher value than resources that are replenished, and the use of [[Non-Renewable Resources]] is a greater commitments than use of other resources." + "Some resources in games all exist at the beginning of game sessions and are not replaced as they are used. These [[Non-Renewable Resources]] thereby have a fundamentally higher value than resources that are replenished, and the use of [[Non-Renewable Resources]] is a greater commitments than use of other resources.", + "Example: in Chess each player has sixteen pieces, which cannot be brought back to game after being captured.", + "Example: the amount of wood, food, and other basic resources in Age of Empires is determined at the start and is not renewed during the game. The players can, and often do, exhaust these stockpiles forcing the players to seek out new resource stockpiles during the game." ], "using_the_pattern": [ "[[Non-Renewable Resources]] can be used in two main ways based on the [[Ownership]] of the [[Resources]] or [[Units]]. The first option is to give each of the players a certain amount of [[Non-Renewable Resources]]. For example, at the start of a deathmatch in a first-person shooter each of the players only get six bullets and there is no way to get more. Modification of the amount of these [[Resources]] available to the players can be used to achieve [[Player Balance]] through providing a [[Handicap]]. The other option is to make the [[Resources]] non-renewable from the game system point of view, but give the players a possibility to replenish their resources. Modifying the first-person shooter example to this option would mean that there are some bullets in the form of [[Pick-Ups]] lying around the game arena, which are not replenished during the game. If players can pick up unused bullets from the bodies of killed players, they are [[Renewable Resources]] in a limited sense through [[Transfer of Control]] but from the overall game perspective the bullets are Non-Renewable [[Resources]]. Usually this option can lead to [[Varied Gameplay]] as the players have subgoals to gain more resources during the game.", @@ -52,18 +54,6 @@ ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ - { - "name": "Handicaps", - "file": "Handicaps" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" - }, { "name": "Limited Resources", "file": "LimitedResources" @@ -73,64 +63,76 @@ "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Transfer of Control", - "file": "TransferofControl" - }, - { - "name": "Randomness", - "file": "Randomness" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Units", - "file": "Units" + "name": "Cards", + "file": "Cards" }, { "name": "Ownership", "file": "Ownership" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { "name": "Resources", "file": "Resources" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Units", + "file": "Units" + }, + { + "name": "Transfer of Control", + "file": "TransferofControl" + }, + { + "name": "Renewable Resources", + "file": "RenewableResources" }, { "name": "Closed Economies", "file": "ClosedEconomies" }, { - "name": "Cards", - "file": "Cards" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" + }, + { + "name": "Tied Results", + "file": "TiedResults" + }, + { + "name": "Irreversible Actions", + "file": "IrreversibleActions" } ], "pattern_id": "Non-RenewableResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Non-RenewableResources.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Obstacles.json b/Obstacles.json index 1a44c26d6e186371e2c6e95587567d005cb1f852..47cf7a7cef5daa48778f99b29072fc49b1c0958e 100644 --- a/Obstacles.json +++ b/Obstacles.json @@ -2,7 +2,8 @@ "pattern_name": "Obstacles", "description": "Obstacles are game elements that hinder the players from taking the shortest route between two places.", "content": [ - "Often the [[Obstacles]] can be moved, destroyed, or avoided by specific actions but until this has been done (and it has become possible to do so), the [[Obstacles]] slow or block the players' progress in the game." + "Often the [[Obstacles]] can be moved, destroyed, or avoided by specific actions but until this has been done (and it has become possible to do so), the [[Obstacles]] slow or block the players' progress in the game.", + "Example: The typical [[Obstacles]] in adventure games are locked doors, which can only be opened with a correct key, for example, the locked doors of The Legend of Zelda: Wind Waker require keys." ], "using_the_pattern": [ "The choice of an [[Obstacle]] determines how players can bypass it, if at all. [[Obstacles]] that block the way to [[Inaccessible Areas]] are often also [[Controllers]], which support an action to remove the [[Obstacle]] but also require a specific [[Resource]] or [[Tool]]. [[Obstacles]] can be [[Outstanding Features]] when placed alone or given different visual appearance to other [[Obstacles]].", @@ -44,93 +45,89 @@ ] }, "examples": [ - "The typical Obstacles in adventure games are locked doors, which can only be opened with a correct key, for example, the locked doors of The Legend of Zelda: Wind Waker require keys." + "The typical [[Obstacles]] in adventure games are locked doors, which can only be opened with a correct key, for example, the locked doors of The Legend of Zelda: Wind Waker require keys." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Traverse", - "file": "Traverse" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "Timing", - "file": "Timing" - }, - { - "name": "Movement Limitations", - "file": "MovementLimitations" - }, - { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Game World Navigation", "file": "GameWorldNavigation" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Movement", - "file": "Movement" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Movement", + "file": "Movement" }, { "name": "Levels", "file": "Levels" }, { - "name": "Maneuvering", - "file": "Maneuvering" - }, - { - "name": "Exploration", - "file": "Exploration" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Rescue", + "file": "Rescue" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Timing", + "file": "Timing" + }, + { + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "Obstacles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Obstacles.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/OptionalGoals.json b/OptionalGoals.json index 78ac7936c91d4b09d6b936af9b3aa3de5c20d862..e7a68aa7bb63fb1ad399822e208176c9305a6f2c 100644 --- a/OptionalGoals.json +++ b/OptionalGoals.json @@ -2,7 +2,12 @@ "pattern_name": "Optional Goals", "description": "There are goals the player does not necessarily have to reach during the game", "content": [ - "Reaching the [[Optional Goals]] does not advance the player's progress towards the primary goals of the game. However, solving an [[Optional Goal]] might help the player indirectly by making other goals easier to solve, either by changed values in the game state or through providing the player with the opportunity to train skills." + "Reaching the [[Optional Goals]] does not advance the player's progress towards the primary goals of the game. However, solving an [[Optional Goal]] might help the player indirectly by making other goals easier to solve, either by changed values in the game state or through providing the player with the opportunity to train skills.", + "Example: Collecting extra heart pieces in Zelda are [[Optional Goals]] that help the player.", + "Example: In one of the games in the Ultima series, one can bake bread, but this is of no use to the player in the game.", + "Example: The secret areas in Castle Wolfenstein offer several types of [[Rewards]] to players but are not required to complete the game. After accidentally finding one, or being informed by other players, the player does not know where these areas are but does know that they exist and can choose to spend time looking for them.", + "Example: The games in the Final Fantasy series provide many quests that give experience points and objects when they are fulfilled but they are not necessary to solve to complete the game.", + "Example: The game Day of the Tentacle contains the whole predecessor, Maniac Mansion, as part of a game console that is within the game. The whole inner game could be finished without providing any advantage to the outer game." ], "using_the_pattern": [ "When considering a potential optional goal, one has to analyze if the goal is actually optional or a prerequisite for another goal. Further, should the goals be openly indicated to the players or something that the players have to find? Goals that appear to be required but in effect are optional can serve as a form of [[Red Herrings]] in a game.", @@ -37,73 +42,65 @@ "Potentially conflicting with": [] }, "examples": [ - "Collecting extra heart pieces in Zelda are Optional Goals that help the player.", + "Collecting extra heart pieces in Zelda are [[Optional Goals]] that help the player.", "In one of the games in the Ultima series, one can bake bread, but this is of no use to the player in the game.", - "The secret areas in Castle Wolfenstein offer several types of Rewards to players but are not required to complete the game. After accidentally finding one, or being informed by other players, the player does not know where these areas are but does know that they exist and can choose to spend time looking for them.", + "The secret areas in Castle Wolfenstein offer several types of [[Rewards]] to players but are not required to complete the game. After accidentally finding one, or being informed by other players, the player does not know where these areas are but does know that they exist and can choose to spend time looking for them.", "The games in the Final Fantasy series provide many quests that give experience points and objects when they are fulfilled but they are not necessary to solve to complete the game.", "The game Day of the Tentacle contains the whole predecessor, Maniac Mansion, as part of a game console that is within the game. The whole inner game could be finished without providing any advantage to the outer game." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" - }, - { - "name": "Trading", - "file": "Trading" - }, - { - "name": "Meta Games", - "file": "MetaGames" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Games within Games", + "file": "GameswithinGames" }, { "name": "Supporting Goals", "file": "SupportingGoals" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { "name": "Freedom of Choice", "file": "FreedomofChoice" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" - }, - { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Trading", + "file": "Trading" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { "name": "Replayability", "file": "Replayability" + }, + { + "name": "Meta Games", + "file": "MetaGames" + }, + { + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" } ], "pattern_id": "OptionalGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "OptionalGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/OrthogonalUnitDifferentiation.json b/OrthogonalUnitDifferentiation.json index 44feb76201c5460f7b57ab8f410ff10df6946de3..eb28a865c4c1999a7c315ebf313507ea5298cf72 100644 --- a/OrthogonalUnitDifferentiation.json +++ b/OrthogonalUnitDifferentiation.json @@ -2,7 +2,9 @@ "pattern_name": "Orthogonal Unit Differentiation", "description": "When Units in a game can be described by actions, abilities, and characteristics that are orthogonal to each other regarding functionality.", "content": [ - "One of the uses of many game pieces or units in a game is to provide players with different types of abilities. When the abilities and functionality of these are not only quantitative but qualitative the game has [[Orthogonal Unit Differentiation]]. This give the different game pieces additional value since they represent the only ways for players to perform certain actions. Not all or many aspects of a units needs to be unique, often it is sufficient that a single ability of a unit is radically different from other units for it to have special gameplay value. In team games, the differentiation may actually be between players so that each player has unique abilities." + "One of the uses of many game pieces or units in a game is to provide players with different types of abilities. When the abilities and functionality of these are not only quantitative but qualitative the game has [[Orthogonal Unit Differentiation]]. This give the different game pieces additional value since they represent the only ways for players to perform certain actions. Not all or many aspects of a units needs to be unique, often it is sufficient that a single ability of a unit is radically different from other units for it to have special gameplay value. In team games, the differentiation may actually be between players so that each player has unique abilities.", + "Example: Real-time games such as the Age of Empires series and the Command & Conquer series are based around producing and making best use of a wide variety of units. Although few units have unique abilities, such as the converting ability of priests, many do have abilities that are only shared by a few other types of units and define one dimensional in the range of unit abilities in the game.", + "Example: the pieces in Chess have different types of movement rules, giving them different gameplay value and giving the game [[Orthogonal Unit Differentiation]]." ], "using_the_pattern": [ "[[Orthogonal Unit Differentiation]] is achieved through [[Asymmetric Abilities]], typically by designed [[New Abilities]] for [[Units]] or [[Characters]]. Not all abilities have to be [[Privileged Abilities]] and a differentiation can also be achieved by [[Improved Abilities]] and [[Decreased Abilities]] as long as not all [[Units]] and [[Characters]] have the abilities. Typical areas where [[Orthogonal Unit Differentiation]] is used is the way they can cause [[Damage]], what [[Skills]] they can have, what [[Combos]] they can perform, how they affect [[Fog of War]], and what types of [[Privileged Movement]] they have (and if not all [[Units]] can move, [[Movement]] in itself may be a way to have differentiation). [[Inaccessible Areas]] provide two different levels of abilities that can be used to create differentiation: the ability to enter them and the ability to be inside them without taking [[Damage]].", @@ -51,117 +53,113 @@ }, "examples": [ "Real-time games such as the Age of Empires series and the Command & Conquer series are based around producing and making best use of a wide variety of units. Although few units have unique abilities, such as the converting ability of priests, many do have abilities that are only shared by a few other types of units and define one dimensional in the range of unit abilities in the game.", - "the pieces in Chess have different types of movement rules, giving them different gameplay value and giving the game Orthogonal Unit Differentiation." + "the pieces in Chess have different types of movement rules, giving them different gameplay value and giving the game [[Orthogonal Unit Differentiation]]." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Units", + "file": "Units" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Characters", - "file": "Characters" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Skills", - "file": "Skills" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Combos", - "file": "Combos" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Enemies", + "file": "Enemies" }, { "name": "Movement", "file": "Movement" }, { - "name": "New Abilities", - "file": "NewAbilities" - }, - { - "name": "Symmetry", - "file": "Symmetry" + "name": "Skills", + "file": "Skills" }, { - "name": "Units", - "file": "Units" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Damage", - "file": "Damage" + "name": "Combos", + "file": "Combos" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Characters", + "file": "Characters" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Damage", + "file": "Damage" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "OrthogonalUnitDifferentiation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "OrthogonalUnitDifferentiation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/OutcomeIndicators.json b/OutcomeIndicators.json index efb25c688725cc630b7188089f31b792ad007c0a..3035706badcccbd8de1810521c965842600be300 100644 --- a/OutcomeIndicators.json +++ b/OutcomeIndicators.json @@ -2,7 +2,10 @@ "pattern_name": "Outcome Indicators", "description": "Players are given information about an outcome of an action in addition to the effect of the action.", "content": [ - "In some games the outcome of actions may not be easily detectable; either because the effect is not easily noticeable, takes some time to manifest itself, or because the action takes place beyond a player's spheres of awareness. In these cases, the game may provide an explicit indicator of what has happened and how the game state has been affected." + "In some games the outcome of actions may not be easily detectable; either because the effect is not easily noticeable, takes some time to manifest itself, or because the action takes place beyond a player's spheres of awareness. In these cases, the game may provide an explicit indicator of what has happened and how the game state has been affected.", + "Example: racing games typically inform all players when one player has completed the race since the other players may not be close enough to notice this otherwise.", + "Example: combat in computer roleplaying games sometimes have explicit and exact [[Outcome Indicators]] of the results of an attack as the numerical value of the hit points delivered is displayed after a successful attack.", + "Example: fighting games such as Soul Calibur shows blood after successful attacks and sparks after successful blocks. These are not effects of the action since they do not represent the game state, which is done by the avatars positions, stances, and health bars, but rather indicators that the player has succeeded in an action." ], "using_the_pattern": [ "[[Outcome Indicators]] can be used in all cases where the effect of an action or event can be missed. Thus, both successful and failed actions can have an [[Outcome Indicator]] and, if at all possible, the difference should be made clear in the nature of the indicator. A good example of this is the display of a special failure icon in computer roleplaying game combats in the case of a failed attack. The successful attack, in this case, is indicated as a numerical value of the power of the attack. If the game employs critical failures or successes these should also be differentiated from normal ones. [[Outcome Indicator]] can also be used to provide information about the [[Uncertainty of Information]] regarding the outcome. Special cases of [[Outcome Indicators]] are [[Near Miss Indicators]], which explicitly indicate how close the players were to succeed in an action.", @@ -35,54 +38,50 @@ }, "examples": [ "racing games typically inform all players when one player has completed the race since the other players may not be close enough to notice this otherwise.", - "combat in computer roleplaying games sometimes have explicit and exact Outcome Indicators of the results of an attack as the numerical value of the hit points delivered is displayed after a successful attack.", + "combat in computer roleplaying games sometimes have explicit and exact [[Outcome Indicators]] of the results of an attack as the numerical value of the hit points delivered is displayed after a successful attack.", "fighting games such as Soul Calibur shows blood after successful attacks and sparks after successful blocks. These are not effects of the action since they do not represent the game state, which is done by the avatars positions, stances, and health bars, but rather indicators that the player has succeeded in an action." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Perfect Information", - "file": "PerfectInformation" - }, - { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" + }, + { + "name": "Rewards", + "file": "Rewards" }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Perfect Information", + "file": "PerfectInformation" } ], "pattern_id": "OutcomeIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "OutcomeIndicators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/OutstandingFeatures.json b/OutstandingFeatures.json index 232eecd27e70ae9280f5ae72e17172f231e13a06..c85483819f3f9e8a0737f6b179e5d5159a2d4d55 100644 --- a/OutstandingFeatures.json +++ b/OutstandingFeatures.json @@ -2,7 +2,8 @@ "pattern_name": "Outstanding Features", "description": "Outstanding Features are parts of the Game World that cannot be manipulated but by their shape, color, or texture convey information to players.", "content": [ - "For players to be able to position themselves in [[Game Worlds]], there needs to be distinguishing features, those that more strongly attract players' attention to [[Outstanding Features]] and can make players aware of where game elements exist or how to navigate the [[Game World]]." + "For players to be able to position themselves in [[Game Worlds]], there needs to be distinguishing features, those that more strongly attract players' attention to [[Outstanding Features]] and can make players aware of where game elements exist or how to navigate the [[Game World]].", + "Example: The rivers in Civilization indicate that cities that are located near them have better production rates." ], "using_the_pattern": [ "[[Outstanding Features]] can be achieved in many forms, from the barely noticeable to that of explicit [[Extra-Game Information]] describing to the players the game effects of game elements. When not using explicit [[Outstanding Features]], the two main design choices can be categorized into first whether the feature should lure or dissuade, and second if the feature should be understandable before any consequences of nearby game elements are noticeable, or after those game elements (e. g., [[Deadly Traps]]) have taken effect. The former may make [[Surprises]] more difficult, while the second allows for [[Strategic Knowledge]] if the same [[Outstanding Features]] are used again in the game. [[Traces]] and [[Clues]] that cannot be manipulated are other examples of [[Outstanding Features]].", @@ -46,80 +47,80 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Status Indicators", - "file": "StatusIndicators" - }, - { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { "name": "Traces", "file": "Traces" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Clues", - "file": "Clues" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Alarms", - "file": "Alarms" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Chargers", + "file": "Chargers" }, { "name": "Movement Limitations", "file": "MovementLimitations" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" - }, - { - "name": "Symmetry", - "file": "Symmetry" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { "name": "Strategic Locations", "file": "StrategicLocations" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Alarms", + "file": "Alarms" + }, + { + "name": "Clues", + "file": "Clues" } ], "pattern_id": "OutstandingFeatures", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "OutstandingFeatures.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Overcome.json b/Overcome.json index c69a8c169884b3e1fd8387e84d0bd139a892f4ec..79dcf4efa2f45cc51e88a9bc447cfff91677bb6d 100644 --- a/Overcome.json +++ b/Overcome.json @@ -2,7 +2,9 @@ "pattern_name": "Overcome", "description": "This is the goal of the player to defeat an opposing force in a test, or a series of tests, involving attributes or performance of low-level actions.", "content": [ - "The opposing force in [[Overcome]] can be other players or other kinds of enemies provided by the game system." + "The opposing force in [[Overcome]] can be other players or other kinds of enemies provided by the game system.", + "Example: Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block.", + "Example: Chess uses the [[Overcome]] pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces." ], "using_the_pattern": [ "The main design choice of [[Overcome]] is to select the [[Enemies]] a player has to compete against; these [[Enemies]] can either be computer controlled or player controlled, and by providing several different types through the use of [[Orthogonal Unit Differentiation]], the [[Replayability]] of the goal increases. If the [[Orthogonal Unit Differentiation]] is also applied to allow the player to choose different [[Avatars]] or [[Units]], this creates [[Freedom of Choice]]. By increasing the difficulty of [[Overcome]] goals, a game design can guarantee [[Higher-Level Closures as Gameplay Progresses]]. For example, games using [[Levels]] often have a [[Boss Monster]] as the final [[Enemy]] for each [[Level]], which players have to [[Overcome]] in order to complete the [[Level]].", @@ -59,121 +61,113 @@ }, "examples": [ "Fighting games, such as Soul Calibur and Tekken, are almost purely about overcoming the opponent by performing a series of successful attacks the opponent is unable to dodge or block.", - "Chess uses the Overcome pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces." + "Chess uses the [[Overcome]] pattern through a combination of eliminating the other player's pieces and skillful positioning of one's own pieces." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Symmetric Goals", - "file": "SymmetricGoals" - }, - { - "name": "Excluding Goals", - "file": "ExcludingGoals" - }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Timing", - "file": "Timing" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Timing", + "file": "Timing" }, { - "name": "Luck", - "file": "Luck" + "name": "Tension", + "file": "Tension" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Tension", - "file": "Tension" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Competition", - "file": "Competition" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Enemies", + "file": "Enemies" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Conflict", - "file": "Conflict" - }, - { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Competition", + "file": "Competition" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { "name": "Capture", "file": "Capture" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Area Control", + "file": "AreaControl" + }, + { + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Luck", + "file": "Luck" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Rescue", + "file": "Rescue" }, { "name": "Last Man Standing", @@ -182,14 +176,18 @@ { "name": "Delivery", "file": "Delivery" + }, + { + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "Overcome", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780217", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Overcome.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Ownership.json b/Ownership.json index 01e279c030f986bfe0c155eb5e3fce5253a3c1ad..8ef5c8165167e605048b20b48a71e96e1a1806d9 100644 --- a/Ownership.json +++ b/Ownership.json @@ -2,7 +2,11 @@ "pattern_name": "Ownership", "description": "Ownership dictates which of the players have access to the Resources and other game components and how.", "content": [ - "Often the [[Ownership]] in games is tied to specific game elements used as [[Resources]], but the same principles can also be applied to goals, information, and even player-to-player relationships. The most intuitive one, of course, is the [[Ownership]] of concrete game elements such as pieces in a board game or cards in card games. The [[Ownership]] can also vary between being persistent even between game instances, as in Magic: The Gathering and other collectable card games, to being permanent within the game instance, as with the pieces in Chess, to being variable within the game instance, as with the basic resources in Settlers of Catan." + "Often the [[Ownership]] in games is tied to specific game elements used as [[Resources]], but the same principles can also be applied to goals, information, and even player-to-player relationships. The most intuitive one, of course, is the [[Ownership]] of concrete game elements such as pieces in a board game or cards in card games. The [[Ownership]] can also vary between being persistent even between game instances, as in Magic: The Gathering and other collectable card games, to being permanent within the game instance, as with the pieces in Chess, to being variable within the game instance, as with the basic resources in Settlers of Catan.", + "Example: In Chess, the players have 16 pieces each, the [[Ownership]] is indicated by the color of these pieces, and the [[Ownership]] governs that only the player that owns the piece can move it on his turn, and that only pieces owned by the opposing player can be captured. The pieces are used to claim [[Ownership]] of the grids of the chessboard.", + "Example: In Diplomacy, the players can claim [[Ownership]] of the areas by occupying them with armies. The areas owned by a player are used to calculate the amount of armies and fleets the player can control. Also, only the owner of the army or the fleet can command it.", + "Example: In collectable card games such as Magic: The Gathering, the player may own hundreds or even thousands of different cards, and one of the main reasons for playing the game is the sense of [[Ownership]] of such a collection. The collection is used to create the decks used in single game instances and, naturally, the more cards the player owns the better possibilities there are for creating the decks used in play.", + "Example: Settlers of Catan incorporates several layers of [[Ownership]]. The most basic one is the [[Ownership]] of basic [[Resources]], which are used to build roads, settlements, and cities, and to buy special development cards. The player, naturally, has [[Ownership]] of these elements as well. The player building the longest continuous road claims the [[Ownership]] of the longest road card and the player having most armies claims the [[Ownership]] of the largest army card. The [[Ownership]] of these cards is used to calculate victory points." ], "using_the_pattern": [ "[[Ownership]] is mainly used in games to provide goals for players, provide [[Resources]] needed to continue performing actions, or give [[Privileged Abilities]] for owning specific [[Tools]] or [[Producers]]. In some games, the players can also share the [[Ownership]] of other game components such as [[Mutual Goals]] or information. The game can have several different [[Resources]] with several different [[Ownership]] structures. Some of these [[Ownership]] structures require that the design of both the game itself and the [[Meta Game]] level take them into account. For example, most collectable card games in which the [[Ownership]] of the cards is persistent between game instances have [[Trading]] on the [[Meta Game]] level or have [[Extra-Game Consequences]] in a form of [[Betting]].", @@ -62,164 +66,160 @@ "Potentially conflicting with": [] }, "examples": [ - "In Chess, the players have 16 pieces each, the Ownership is indicated by the color of these pieces, and the Ownership governs that only the player that owns the piece can move it on his turn, and that only pieces owned by the opposing player can be captured. The pieces are used to claim Ownership of the grids of the chessboard.", - "In Diplomacy, the players can claim Ownership of the areas by occupying them with armies. The areas owned by a player are used to calculate the amount of armies and fleets the player can control. Also, only the owner of the army or the fleet can command it.", - "In collectable card games such as Magic: The Gathering, the player may own hundreds or even thousands of different cards, and one of the main reasons for playing the game is the sense of Ownership of such a collection. The collection is used to create the decks used in single game instances and, naturally, the more cards the player owns the better possibilities there are for creating the decks used in play.", - "Settlers of Catan incorporates several layers of Ownership. The most basic one is the Ownership of basic Resources, which are used to build roads, settlements, and cities, and to buy special development cards. The player, naturally, has Ownership of these elements as well. The player building the longest continuous road claims the Ownership of the longest road card and the player having most armies claims the Ownership of the largest army card. The Ownership of these cards is used to calculate victory points." + "In Chess, the players have 16 pieces each, the [[Ownership]] is indicated by the color of these pieces, and the [[Ownership]] governs that only the player that owns the piece can move it on his turn, and that only pieces owned by the opposing player can be captured. The pieces are used to claim [[Ownership]] of the grids of the chessboard.", + "In Diplomacy, the players can claim [[Ownership]] of the areas by occupying them with armies. The areas owned by a player are used to calculate the amount of armies and fleets the player can control. Also, only the owner of the army or the fleet can command it.", + "In collectable card games such as Magic: The Gathering, the player may own hundreds or even thousands of different cards, and one of the main reasons for playing the game is the sense of [[Ownership]] of such a collection. The collection is used to create the decks used in single game instances and, naturally, the more cards the player owns the better possibilities there are for creating the decks used in play.", + "Settlers of Catan incorporates several layers of [[Ownership]]. The most basic one is the [[Ownership]] of basic [[Resources]], which are used to build roads, settlements, and cities, and to buy special development cards. The player, naturally, has [[Ownership]] of these elements as well. The player building the longest continuous road claims the [[Ownership]] of the longest road card and the player having most armies claims the [[Ownership]] of the largest army card. The [[Ownership]] of these cards is used to calculate victory points." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Guard", - "file": "Guard" - }, - { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Investments", - "file": "Investments" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Units", + "file": "Units" }, { - "name": "Card Hands", - "file": "CardHands" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Collection", + "file": "Collection" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Tension", + "file": "Tension" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Tension", - "file": "Tension" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Trading", + "file": "Trading" }, { "name": "Gain Ownership", "file": "GainOwnership" }, { - "name": "Transfer of Control", - "file": "TransferofControl" - }, - { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Card Hands", + "file": "CardHands" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Capture", + "file": "Capture" }, { - "name": "Units", - "file": "Units" + "name": "Investments", + "file": "Investments" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Trading", - "file": "Trading" + "name": "Resources", + "file": "Resources" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Capture", - "file": "Capture" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Tools", + "file": "Tools" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Betting", + "file": "Betting" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Guard", + "file": "Guard" }, { - "name": "Collection", - "file": "Collection" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Tools", - "file": "Tools" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Identification", "file": "Identification" }, { - "name": "Resources", - "file": "Resources" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Player Killing", + "file": "PlayerKilling" + }, + { + "name": "Rewards", + "file": "Rewards" + }, + { + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Producers", "file": "Producers" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Rescue", + "file": "Rescue" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "Ownership", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Ownership.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Paper-Rock-Scissors.json b/Paper-Rock-Scissors.json index c0c66cd78952f63ba4c2c28b9c7dedbac13b29ec..df31420cb9d5ba8e19969727922dc779a02974f7 100644 --- a/Paper-Rock-Scissors.json +++ b/Paper-Rock-Scissors.json @@ -2,7 +2,8 @@ "pattern_name": "Paper-Rock-Scissors", "description": "Sets of three or more actions form cycles where every action has an advantage over another action.", "content": [ - "This pattern is based on the children's game with the same name in which players try to outwit each other by guessing what the other ones will do and by tricking other players into take a wrong guess on one's own action. The original game is very simple; after a count to three, both players make one out of three gestures, depicting rock, paper, or scissors. Rock beats (\"smashes\") scissors, scissors beat (\"cut\") paper and paper beats (\"covers\") rock. That there is no winning strategy is the essence of the pattern: players have to somehow figure out what choice is the best at each moment. In general, this may be detectable through variations in the game state or through knowledge about players' tactics and plans." + "This pattern is based on the children's game with the same name in which players try to outwit each other by guessing what the other ones will do and by tricking other players into take a wrong guess on one's own action. The original game is very simple; after a count to three, both players make one out of three gestures, depicting rock, paper, or scissors. Rock beats (\"smashes\") scissors, scissors beat (\"cut\") paper and paper beats (\"covers\") rock. That there is no winning strategy is the essence of the pattern: players have to somehow figure out what choice is the best at each moment. In general, this may be detectable through variations in the game state or through knowledge about players' tactics and plans.", + "Example: The relations between monsters and weapons in Quake form a [[Paper-Rock-Scissors]] relationship, so no weapon was best against all monsters, and players had to switch between weapons to make maximum use of the weapons." ], "using_the_pattern": [ "Games with immediate consequences of choices related to [[Paper-Rock-Scissor]] usually have these kinds of choices often in the game to allow people to keep records over other players' behavior. [[Quick Games]] using the pattern, such as the game that lent its name to the pattern, usually are played repeatedly so some form of [[Meta Game]] can be used to allow players to gain knowledge of their opponents' strategies.", @@ -38,73 +39,69 @@ ] }, "examples": [ - "The relations between monsters and weapons in Quake form a Paper-Rock-Scissors relationship, so no weapon was best against all monsters, and players had to switch between weapons to make maximum use of the weapons." + "The relations between monsters and weapons in Quake form a [[Paper-Rock-Scissors]] relationship, so no weapon was best against all monsters, and players had to switch between weapons to make maximum use of the weapons." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Game Mastery", + "file": "GameMastery" + }, + { + "name": "Symmetry", + "file": "Symmetry" }, { "name": "Predictable Consequences", "file": "PredictableConsequences" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Investments", + "file": "Investments" }, { "name": "Units", "file": "Units" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" - }, - { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Investments", - "file": "Investments" + "name": "Character Development", + "file": "CharacterDevelopment" }, { "name": "Public Information", "file": "PublicInformation" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Tension", + "file": "Tension" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Meta Games", + "file": "MetaGames" } ], "pattern_id": "Paper-Rock-Scissors", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Paper-Rock-Scissors.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ParallelLives.json b/ParallelLives.json index bd23f602db4c233d412f94cca7269450e4873058..0b74430c39a55627f9ae8bddcdf2151ddd70df4f 100644 --- a/ParallelLives.json +++ b/ParallelLives.json @@ -2,7 +2,8 @@ "pattern_name": "Parallel Lives", "description": "Parallel Lives are used in games where the player controls or protects several game elements which each can be considered to have a life of its own.", "content": [ - "The loss of one of these elements may limit the players' possible actions or opportunities but does not have as severe consequences as the loss of a life of a player character, which typically signifies the end of a game session or forces the players to restart at an earlier point in the game." + "The loss of one of these elements may limit the players' possible actions or opportunities but does not have as severe consequences as the loss of a life of a player character, which typically signifies the end of a game session or forces the players to restart at an earlier point in the game.", + "Example: Missile Command is an archetypical example of [[Parallel Lives]]: the player has six cities that all can be destroyed and the player can continue playing as long as at least one city is intact." ], "using_the_pattern": [ "The design choices associated with [[Parallel Lives]] are similar to those of [[Lives]] but the [[Penalties]] of losing a parallel life is usually small, typically only the loss of the actions the [[Units]] provided. However, not all [[Units]] need to be valued the same in order to create a hierarchy of importance; the lose of some may allow continued gameplay while others must be kept alive, at least until certain events have taken place,. The consequences of losing all [[Parallel Lives]] are typically the same as losing all [[Lives]] in an [[Avatar]] -based game of [[Player Elimination]]." @@ -28,10 +29,14 @@ ] }, "examples": [ - "Missile Command is an archetypical example of Parallel Lives: the player has six cities that all can be destroyed and the player can continue playing as long as at least one city is intact." + "Missile Command is an archetypical example of [[Parallel Lives]]: the player has six cities that all can be destroyed and the player can continue playing as long as at least one city is intact." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ + { + "name": "Player Elimination", + "file": "PlayerElimination" + }, { "name": "Penalties", "file": "Penalties" @@ -44,18 +49,10 @@ "name": "Units", "file": "Units" }, - { - "name": "Player Elimination", - "file": "PlayerElimination" - }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, - { - "name": "Parallel Lives", - "file": "ParallelLives" - }, { "name": "Lives", "file": "Lives" @@ -64,9 +61,9 @@ "pattern_id": "ParallelLives", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ParallelLives.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Penalties.json b/Penalties.json index 12f7a1dd5c0bf4e4ec7062eec4a3a99da49fb0f5..cd01166d27fe5f8663b42d6b2812752a7bee8257 100644 --- a/Penalties.json +++ b/Penalties.json @@ -3,7 +3,10 @@ "description": "Players are inflicted with something perceived as negative or stripped of an advantage, due to failure to meet a requirement in the game.", "content": [ "Very few games allow all players to reach all the goals they have when playing a game. While failing to meet a goal that one has strived for is often experienced as unpleasant, games may make the failure of completing goals even more unpleasant by punishing those who fail them. These [[Penalties]] increase the importance of the goals they are connected to in comparison with other goals and can thereby influence player actions and tactics. In games, especially sports, where it can be difficult to judge if the actions performed by player follow the rules, there are often meta rules for how to penalize rule-breaking.", - "Players can receive [[Penalties]] as consequences of actions and events they have not initiated, for example being hit by an opponent. Although this can be described as failing to avoid the goal of being hit, it is more common to describe such [[Penalties]] as consequences of events; in many cases, what one player perceives as a [[Penalty]] is perceived as a good outcomefor another player." + "Players can receive [[Penalties]] as consequences of actions and events they have not initiated, for example being hit by an opponent. Although this can be described as failing to avoid the goal of being hit, it is more common to describe such [[Penalties]] as consequences of events; in many cases, what one player perceives as a [[Penalty]] is perceived as a good outcomefor another player.", + "Example: Soccer and Ice Hockey have several types of [[Penalties]], including giving control of the ball or puck to the other team or banning players from the game, for failing to follow the rules of the game.", + "Example: The loss of the money bet in a deal is the [[Penalty]] in Poker for folding or not having the best hand.", + "Example: The [[Penalty]] for losing a piece to an opponent in Chess is the loss of that game piece for the remainder of the game." ], "using_the_pattern": [ "Compared to [[Rewards]], [[Penalties]] are less common in games. This is because playing a game is a voluntary activity; if players did not over time perceive it as having more advantages than disadvantages, playing a particular game would cease in preference to other games that people overall perceived as more rewarding. Further, [[Penalties]] tend to be defined so that they are more often [[Predictable Consequence]] than [[Rewards]]; players perceive it as being more important to know what the most negative consequences can be compared to what the positive outcomes are when making [[Risk/Reward]] judgments. Due to this, [[Penalties]] are more bound by the [[Consistent Reality Logic]] of the game and do not introduce new aspect of an [[Alternative Reality]] in the same way [[Rewards]] do. For this reason, few games advance the [[Narrative Structure]] through [[Penalties]]. [[Penalties]] to [[Characters]] with players can further modulate [[Risk/Reward]] choices due to [[Emotional Immersion]].", @@ -86,231 +89,223 @@ ] }, "examples": [ - "Soccer and Ice Hockey have several types of Penalties, including giving control of the ball or puck to the other team or banning players from the game, for failing to follow the rules of the game.", - "The loss of the money bet in a deal is the Penalty in Poker for folding or not having the best hand.", - "The Penalty for losing a piece to an opponent in Chess is the loss of that game piece for the remainder of the game." + "Soccer and Ice Hockey have several types of [[Penalties]], including giving control of the ball or puck to the other team or banning players from the game, for failing to follow the rules of the game.", + "The loss of the money bet in a deal is the [[Penalty]] in Poker for folding or not having the best hand.", + "The [[Penalty]] for losing a piece to an opponent in Chess is the loss of that game piece for the remainder of the game." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Eliminate", - "file": "Eliminate" - }, - { - "name": "Downtime", - "file": "Downtime" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Penalty", - "file": "Penalties" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Units", + "file": "Units" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Tension", + "file": "Tension" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { - "name": "Characters", - "file": "Characters" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Skills", - "file": "Skills" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Tension", - "file": "Tension" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Combos", - "file": "Combos" + "name": "Shared Resources", + "file": "SharedResources" }, { "name": "No-Ops", "file": "No-Ops" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Skills", + "file": "Skills" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Combos", + "file": "Combos" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Units", - "file": "Units" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Resources", + "file": "Resources" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Lives", + "file": "Lives" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Characters", + "file": "Characters" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Damage", - "file": "Damage" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Parallel Lives", + "file": "ParallelLives" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Lives", - "file": "Lives" + "name": "Identification", + "file": "Identification" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Damage", + "file": "Damage" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Identification", - "file": "Identification" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Resources", - "file": "Resources" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Social Statuses", + "file": "SocialStatuses" + }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "Penalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Penalties.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PerceivableMargins.json b/PerceivableMargins.json index 41ea48749cf06ec5935d01e47661090adbe37d5a..3f0f960c5550ef4d16889bc64fae4c334db02f56 100644 --- a/PerceivableMargins.json +++ b/PerceivableMargins.json @@ -2,7 +2,9 @@ "pattern_name": "Perceivable Margins", "description": "That players can notice a perceivable difference between how well actions are performed in the game, or a noticeable difference between the game state before and after the actions are performed.", "content": [ - "For players to be able to become aware of events in the game, and for the players to notice how well they are succeeding, the effects of the events and actions need to have [[Perceivable Margins]]. The margins can simply be between how the game state, affected by an action or event, was before and after they occurred, or may be between the effects of different players' actions. [[Perceivable Margins]] are not defined by what players can notice in the game interface but rather what players can notice in the game play." + "For players to be able to become aware of events in the game, and for the players to notice how well they are succeeding, the effects of the events and actions need to have [[Perceivable Margins]]. The margins can simply be between how the game state, affected by an action or event, was before and after they occurred, or may be between the effects of different players' actions. [[Perceivable Margins]] are not defined by what players can notice in the game interface but rather what players can notice in the game play.", + "Example: tournaments where two players meet each other in an odd number of games automatically give an integral difference between their results as long as games cannot end in draws.", + "Example: taking photographs and disarming explosives in America's Army requires players to do a continuous action for several seconds. The completion of these actions shows with clearly [[Perceivable Margins]] that the team that did the action controlled a part of the game area for a significant amount of time." ], "using_the_pattern": [ "[[Perceivable Margins]] give players [[Direct Information]] about the game state, but the information given can be either absolute or relative. Absolute margins are based upon measuring effects against a preset value or the previous game state, and the existence of Perceived Margins depend only upon one specific action or event. Relative margins depend on measuring two or more different actions or events against each other.", @@ -45,85 +47,81 @@ }, "examples": [ "tournaments where two players meet each other in an odd number of games automatically give an integral difference between their results as long as games cannot end in draws.", - "taking photographs and disarming explosives in America's Army requires players to do a continuous action for several seconds. The completion of these actions shows with clearly Perceivable Margins that the team that did the action controlled a part of the game area for a significant amount of time." + "taking photographs and disarming explosives in America's Army requires players to do a continuous action for several seconds. The completion of these actions shows with clearly [[Perceivable Margins]] that the team that did the action controlled a part of the game area for a significant amount of time." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Tiebreakers", - "file": "Tiebreakers" - }, - { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Tension", - "file": "Tension" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Combat", + "file": "Combat" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Tension", + "file": "Tension" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Combat", - "file": "Combat" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Tournaments", + "file": "Tournaments" } ], "pattern_id": "PerceivableMargins", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PerceivableMargins.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PerceivedChancetoSucceed.json b/PerceivedChancetoSucceed.json index 253af489bd51646fa94f615b71fa37cfd5c50fc2..99b2d68d7e9f6807c0725353b9c8440420c74b70 100644 --- a/PerceivedChancetoSucceed.json +++ b/PerceivedChancetoSucceed.json @@ -2,7 +2,9 @@ "pattern_name": "Perceived Chance to Succeed", "description": "Players believe, whether correctly or not, that they have a chance to succeed with actions in a game.", "content": [ - "For games to be interesting to play, players must feel that they can influence the outcome of the game. Being able to affect the outcome means that players can also choose what sort of outcome they wish the game to have, and that they have a [[Perceived Chance to Succeed]] with their intentions. Players do not actually have to have a chance to succeed for a game to be interesting; the important part is that they believe that they have." + "For games to be interesting to play, players must feel that they can influence the outcome of the game. Being able to affect the outcome means that players can also choose what sort of outcome they wish the game to have, and that they have a [[Perceived Chance to Succeed]] with their intentions. Players do not actually have to have a chance to succeed for a game to be interesting; the important part is that they believe that they have.", + "Example: Simple betting games such as Roulette or various dice games always give players a chance to win, and players usually can know the exact percentage that they will win. In contrast, players can have hands in most forms of Poker that appear to be able to win when they in fact may not be, due to the cards that have already been dealt.", + "Example: Most computer games can either not be won at all or guarantee that there are ways to win. In the latter case, players know that there exists a chance to succeed in completing the game, but the perception of that possibility for them is mainly due to their perception of their own skills compared to the difficulty of the game." ], "using_the_pattern": [ "Players' basic perception of their chance to succeed is usually based on [[Strategic Knowledge]], the [[Skills]] of their [[Characters]], and if they feel games have [[Player Balance]] and the [[Right Level of Difficulty]]. [[Player Balance]] can be made more likely through ensuring [[Team Balance]] and introducing [[Balancing Effects]] such as [[Handicap]]. [[Smooth Learning Curves]] can make players continuously feel that they have a [[Perceived Chance to Succeed]] throughout a game. One simple way of modifying the [[Right Level of Difficulty]] without redesigning the core of challenges in games is to modify the number or abilities of [[Enemies]].", @@ -71,48 +73,40 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Social Dilemmas", - "file": "SocialDilemmas" - }, - { - "name": "Team Balance", - "file": "TeamBalance" - }, - { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Tension", + "file": "Tension" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Decreased Abilities", @@ -123,104 +117,112 @@ "file": "PerfectInformation" }, { - "name": "Skills", - "file": "Skills" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Tension", - "file": "Tension" + "name": "Enemies", + "file": "Enemies" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Skills", + "file": "Skills" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" + }, + { + "name": "Near Miss Indicators", + "file": "NearMissIndicators" + }, + { + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Handicaps", "file": "Handicaps" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Tools", + "file": "Tools" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Tools", - "file": "Tools" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Surprises", + "file": "Surprises" } ], "pattern_id": "PerceivedChancetoSucceed", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PerceivedChancetoSucceed.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PerfectInformation.json b/PerfectInformation.json index 2592d270610f34d1cd057f86db1a4df35b5e1574..8d151a6aebc9065f7681f564e461e63dc2505744 100644 --- a/PerfectInformation.json +++ b/PerfectInformation.json @@ -2,7 +2,9 @@ "pattern_name": "Perfect Information", "description": "The player has full and reliable access to current or past information about a game component, or that total current or past game state is known to the player", "content": [ - "[[Perfect Information]] can either be applied to a subset of the game state, typically to the attributes of some game elements, or the game state as a whole. Well-known examples of games where the whole game state is known are traditional board games such as Chess and Go. Examples of how [[Perfect Information]] can be applied to several different subsets of the game state can be found in Poker. In Poker, players have [[Perfect Information]] about the number of cards in the deck, the number of cards the other players have, how many they have changed during the round, and what cards are in their hands. Further, the amount of the bet is normally fully known to the players as well. The only exception to the [[Perfect Information]] in the game is the knowledge about the other players' hands, but depending on the outcome of the betting, some of the other players' hands may be revealed as they have to show their cards to determine the winner, thus applying [[Perfect Information]] on those cards as part of the evaluation function for the end condition of the round." + "[[Perfect Information]] can either be applied to a subset of the game state, typically to the attributes of some game elements, or the game state as a whole. Well-known examples of games where the whole game state is known are traditional board games such as Chess and Go. Examples of how [[Perfect Information]] can be applied to several different subsets of the game state can be found in Poker. In Poker, players have [[Perfect Information]] about the number of cards in the deck, the number of cards the other players have, how many they have changed during the round, and what cards are in their hands. Further, the amount of the bet is normally fully known to the players as well. The only exception to the [[Perfect Information]] in the game is the knowledge about the other players' hands, but depending on the outcome of the betting, some of the other players' hands may be revealed as they have to show their cards to determine the winner, thus applying [[Perfect Information]] on those cards as part of the evaluation function for the end condition of the round.", + "Example: A player in the dice game Yahtzee has [[Perfect Information]] about all game elements since the results of all dice rolls are public and recorded on a common score track.", + "Example: Programming games such as JRobots, CRobots, and PRobots (where J, C, and P stand for the Java, C, and Pascal programming languages, respectively) let the players code their own robots that then fight the other robots in a simulation, which the players cannot affect. Unless specified, the code controlling the other robots is available to the players after the game instances, letting them have [[Perfect Information]] about the other players' strategies for future games if the player can interpret the strategies from the code." ], "using_the_pattern": [ "Supporting [[Perfect Information]] naturally depends on presenting information in such way that the risk of misunderstanding is minimal. For this reason, [[Direct Information]] is easier to use with [[Perfect Information]] than [[Indirect Information]] since there is no risk of information loss due to the translation. Classical board games, such as Chess and Go, do this by having the game state stored as physical game elements that are visible to all players. [[Perfect Information]] is also difficult to use with [[Red Herrings]].", @@ -51,106 +53,102 @@ ] }, "examples": [ - "A player in the dice game Yahtzee has Perfect Information about all game elements since the results of all dice rolls are public and recorded on a common score track.", - "Programming games such as JRobots, CRobots, and PRobots (where J, C, and P stand for the Java, C, and Pascal programming languages, respectively) let the players code their own robots that then fight the other robots in a simulation, which the players cannot affect. Unless specified, the code controlling the other robots is available to the players after the game instances, letting them have Perfect Information about the other players' strategies for future games if the player can interpret the strategies from the code." + "A player in the dice game Yahtzee has [[Perfect Information]] about all game elements since the results of all dice rolls are public and recorded on a common score track.", + "Programming games such as JRobots, CRobots, and PRobots (where J, C, and P stand for the Java, C, and Pascal programming languages, respectively) let the players code their own robots that then fight the other robots in a simulation, which the players cannot affect. Unless specified, the code controlling the other robots is available to the players after the game instances, letting them have [[Perfect Information]] about the other players' strategies for future games if the player can interpret the strategies from the code." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Tension", "file": "Tension" }, { - "name": "Game State Overview", - "file": "GameStateOverview" - }, - { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" - }, - { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, - { - "name": "Preventing Goals", - "file": "PreventingGoals" - }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { "name": "Outcome Indicators", "file": "OutcomeIndicators" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Preventing Goals", + "file": "PreventingGoals" + }, + { + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Indirect Information", "file": "IndirectInformation" + }, + { + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "PerfectInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PerfectInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PersistentGameWorlds.json b/PersistentGameWorlds.json index 29480305f4a384c5191cba8b89246d8400cf6ca4..a423ebe53789017d629d065a5f09bb02ce1df23f 100644 --- a/PersistentGameWorlds.json +++ b/PersistentGameWorlds.json @@ -2,7 +2,9 @@ "pattern_name": "Persistent Game Worlds", "description": "The storage of the game state of a single game instance in Persistent Game Worlds is independent from the players' game and play sessions.", "content": [ - "[[Persistent Game Worlds]] have game elements that stay in the world even though players start and finish their game sessions. The life time of a game instance is usually counted in months or even decades." + "[[Persistent Game Worlds]] have game elements that stay in the world even though players start and finish their game sessions. The life time of a game instance is usually counted in months or even decades.", + "Example: all MMORPGs have complex and dynamic [[Persistent Game Worlds]] where the players' game sessions with a single character can last for years and the life time of a game instance is determined by how popular the game is. These [[Persistent Game Worlds]] can even survive different software generations.", + "Example: the game worlds in tabletop roleplaying games can survive changes in the player composition, even when the game master has been changed." ], "using_the_pattern": [ "[[Persistent Game Worlds]] almost always rely on [[Dedicated Game Facilitators]] to maintain the game state independently of the players, although in some cases, especially in tabletop and live-action roleplaying games, this task might be shared between the [[Game Master]] and the players.", @@ -51,22 +53,22 @@ ] }, "examples": [ - "all MMORPGs have complex and dynamic Persistent Game Worlds where the players' game sessions with a single character can last for years and the life time of a game instance is determined by how popular the game is. These Persistent Game Worlds can even survive different software generations.", + "all MMORPGs have complex and dynamic [[Persistent Game Worlds]] where the players' game sessions with a single character can last for years and the life time of a game instance is determined by how popular the game is. These [[Persistent Game Worlds]] can even survive different software generations.", "the game worlds in tabletop roleplaying games can survive changes in the player composition, even when the game master has been changed." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Player Constructed Worlds", @@ -77,69 +79,57 @@ "file": "Handles" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Characters", - "file": "Characters" + "name": "Character Development", + "file": "CharacterDevelopment" + }, + { + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Characters", + "file": "Characters" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Creative Control", "file": "CreativeControl" }, - { - "name": "Character Development", - "file": "CharacterDevelopment" - }, - { - "name": "Asynchronous Games", - "file": "AsynchronousGames" - }, { "name": "Construction", "file": "Construction" }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, - { - "name": "Roleplaying", - "file": "Roleplaying" - }, { "name": "Identification", "file": "Identification" @@ -149,20 +139,28 @@ "file": "MultiplayerGames" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Storytelling", + "file": "Storytelling" + }, + { + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" + }, + { + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "PersistentGameWorlds", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PersistentGameWorlds.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Pick-Ups.json b/Pick-Ups.json index 9f94db810fb5551248936e52261726c570b1c307..36b5c76b431114766e7ecf2d2a8d0525dbea3ade 100644 --- a/Pick-Ups.json +++ b/Pick-Ups.json @@ -2,7 +2,8 @@ "pattern_name": "Pick-Ups", "description": "Pick-Ups are game elements that exist in the game world and can be collected by players, usually by moving an avatar or Units in contact with the Pick-Up.", "content": [ - "Common examples of [[Pick-Ups]] include weapons, ammunition, and health packs in first-person shooters; money and energy in platform games; and food, wood, money, and metals in real-time strategy games." + "Common examples of [[Pick-Ups]] include weapons, ammunition, and health packs in first-person shooters; money and energy in platform games; and food, wood, money, and metals in real-time strategy games.", + "Example: the ammunition packs in Quake 3 are [[Pick-Ups]] that replenish the players' ammunition." ], "using_the_pattern": [ "[[Pick-Ups]] are in essence [[Resources]], and as such, the fundamental game design choice regarding a [[Pick-Up]] is to decide what the resource is to be used for: is it to gain advantages in possible actions against opponents, to fulfill goals such as [[Delivery]], to directly increase winning possibilities or is the resource usable for several different purposes and thus requiring Trade-Offs? The nature of the [[Pick-Up]] may not be completely revealed to the player who collects it until it is collected, allowing the game to change the nature of the [[Pick-Up]] depending on players' positioning, thereby providing [[Balancing Effects]]. These kinds of [[Pick-Ups]] can also cause disadvantages to the players.", @@ -41,61 +42,57 @@ "Potentially conflicting with": [] }, "examples": [ - "the ammunition packs in Quake 3 are Pick-Ups that replenish the players' ammunition." + "the ammunition packs in Quake 3 are [[Pick-Ups]] that replenish the players' ammunition." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Maneuvering", - "file": "Maneuvering" - }, - { - "name": "Collecting", - "file": "Collecting" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Score", + "file": "Score" }, { - "name": "Collection", - "file": "Collection" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Traces", - "file": "Traces" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Collection", + "file": "Collection" }, { - "name": "Score", - "file": "Score" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Traces", + "file": "Traces" }, { "name": "Gain Ownership", @@ -105,9 +102,9 @@ "pattern_id": "Pick-Ups", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Pick-Ups.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PlannedCharacterDevelopment.json b/PlannedCharacterDevelopment.json index 95fb9af3dceca5083393a237a05ea59242073a2e..db53a9adefd1be8c1f53c16d85987f13f713db0a 100644 --- a/PlannedCharacterDevelopment.json +++ b/PlannedCharacterDevelopment.json @@ -2,7 +2,9 @@ "pattern_name": "Planned Character Development", "description": "When Character Development is under players' control and can be planned.", "content": [ - "[[Planned Character Development]] occurs in games where the game system provides ways for players to influence how characters develop and set up goals for that development." + "[[Planned Character Development]] occurs in games where the game system provides ways for players to influence how characters develop and set up goals for that development.", + "Example: The computer games Black & White and Creatures allow players to influence creatures' behavior through positive and negative feedback to what the creatures do in the environment. By choosing their responses, and by affecting what objects and other creatures the creatures meet in the environment, players can plan the creatures' development.", + "Example: Most tabletop roleplaying games allow players to make an initial choice of how their characters should develop by choosing classes and professions. If the game system allows special abilities to become available after certain prerequisites have been met, players can plan which of these to select and set personal goals for the character." ], "using_the_pattern": [ "[[Planned Character Development]] is made possible by giving players a set of possible options for how their characters can develop and letting them know what goals are required for these options to be instantiated. The goals required need to be [[Predefined Goals]] so that players can be aware of them, but may have [[Dynamic Goal Characteristics]] that change as the [[Narrative Structure]] unfolds. Naturally, the goals required cannot be [[Unknown Goals]] but they are often [[Incompatible Goals]] in order to force players into making [[Tradeoffs]]. The options are often combinations of [[Privileged Abilities]], [[New Abilities]], [[Improved Abilities]], and [[Skills]] that define a number of different [[Competence Areas]]." @@ -60,120 +62,120 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Characters", - "file": "Characters" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Skills", - "file": "Skills" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Skills", + "file": "Skills" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Characters", + "file": "Characters" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Identification", - "file": "Identification" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Identification", + "file": "Identification" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Team Development", + "file": "TeamDevelopment" } ], "pattern_id": "PlannedCharacterDevelopment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PlannedCharacterDevelopment.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Player-DecidedDistributionofRewards&Penalties.json b/Player-DecidedDistributionofRewards&Penalties.json index 8e6a3c8ca69b17639a681ad5adc8e0c2490108c7..7bcde9c03e928879f361680ef753c992cd16cac3 100644 --- a/Player-DecidedDistributionofRewards&Penalties.json +++ b/Player-DecidedDistributionofRewards&Penalties.json @@ -2,7 +2,10 @@ "pattern_name": "Player-Decided Distribution of Rewards & Penalties", "description": "That one or more player controls the process of distributing between several players the rewards for completing, or the penalties for failing, a goal.", "content": [ - "Games may allow players to have influence over how the distribution of rewards or penalties is performed. This [[Player-Decided Distribution of Rewards & Penalties]] may let one or a few players chose between being fair leaders or egoistic despots and can cause intense negotiation between players." + "Games may allow players to have influence over how the distribution of rewards or penalties is performed. This [[Player-Decided Distribution of Rewards & Penalties]] may let one or a few players chose between being fair leaders or egoistic despots and can cause intense negotiation between players.", + "Example: the board game Junta allows the players who is El Presidente to divide the foreign aid received between players in any manner he or she chooses, regardless of any promises.", + "Example: the division of treasure and magic items in roleplaying games is usually a heated discussion between players based on effort and risks taken to get the loot as well as potential use of the found items.", + "Example: in Drachengold players find treasures but do only get to keep them if they can agree on how they should be distributed between the players within a limit amount of time." ], "using_the_pattern": [ "The two main design choices regarding [[Player-Decided Distribution of Rewards & Penalties]] are who affects the distribution and what restrictions to the distribution exist. The two common ways for players to be able to affect the distribution is through [[Privileged Abilities]] or through [[Bidding]], which in the later case may require certain [[Resources]] and these [[Resources]] may influence the vote in various degrees depending on their values. Typically options when designing [[Player-Decided Distribution of Rewards & Penalties]] are how to divide [[Shared Rewards]] or [[Shared Penalties]], but also to assign [[Individual Penalties]] within a group.", @@ -65,124 +68,124 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Tension", - "file": "Tension" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Tension", + "file": "Tension" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Resources", + "file": "Resources" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Resources", - "file": "Resources" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Tied Results", + "file": "TiedResults" + }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "Player-DecidedDistributionofRewards&Penalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Player-DecidedDistributionofRewards&Penalties.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PlayerBalance.json b/PlayerBalance.json index 7fb10f14fa7ef96488da5d4a56f5425b5ff704b1..fe3b8e00cded03fe92468bedbb0d05350cd81c9e 100644 --- a/PlayerBalance.json +++ b/PlayerBalance.json @@ -2,7 +2,9 @@ "pattern_name": "Player Balance", "description": "Players have equal chances of succeeding with actions in a game or winning a game.", "content": [ - "Most players want games to have the mechanics that give them the same or better chances to win or succeed with actions as other players. As this typically means that all players need the same chances to win or succeed, most games try to have [[Player Balance]]. However, this [[Player Balance]] does not usually consider the skill of players and usually only apply to the beginning of games." + "Most players want games to have the mechanics that give them the same or better chances to win or succeed with actions as other players. As this typically means that all players need the same chances to win or succeed, most games try to have [[Player Balance]]. However, this [[Player Balance]] does not usually consider the skill of players and usually only apply to the beginning of games.", + "Example: the symmetry in traditional board games such as Chess or Go guarantee a high level of initial [[Player Balance]], although being the first player to do a move usually has some advantage.", + "Example: fighting games can allow players to modify their health by a percentage to give different players different health values and thereby counter imbalances in the skill of damaging the opponent." ], "using_the_pattern": [ "[[Player Balance]] can either be desirable in a game design at the beginning of game play through how the set-up is conducted or during gameplay due to the way evaluation functions and goals are constructed. [[Player Balance]] during gameplay can be achieved by avoiding the occurrence of imbalances and through correcting any imbalances that have emerged. Typical causes of imbalance depend on [[Geometric Rewards for Investments]], [[Asymmetric Abilities]], [[Asymmetric Goals]], or [[Asymmetric Resource Distribution]] of [[Resources]] between players or variations in the [[Game World]]. Correcting imbalances can be done through [[Balancing Effects]], and can avoid disrupting players' [[Illusion of Influence]] by putting the [[Balancing Effects]] under the players' control through [[Player Decided Results]], ganging up, or [[Player Defined Goals]]. These are especially effective when all players have [[Non-Renewable Resources]] since the leading player is likely to have a smaller amount of [[Resources]] that a groups of players. [[Paper-Rock-Scissors]] designed can also have [[Balancing Effects]] are they can allow other players to adjust to the strategies of the leading player or can create [[Randomness]] which when repeated gives [[Player Balance]]. [[Diminishing Returns]] can also create [[Player Balance]] since a player that managed to use a successful tactic or strategy cannot do so throughout the game.", @@ -71,190 +73,186 @@ ] }, "examples": [ - "the symmetry in traditional board games such as Chess or Go guarantee a high level of initial Player Balance, although being the first player to do a move usually has some advantage.", + "the symmetry in traditional board games such as Chess or Go guarantee a high level of initial [[Player Balance]], although being the first player to do a move usually has some advantage.", "fighting games can allow players to modify their health by a percentage to give different players different health values and thereby counter imbalances in the skill of damaging the opponent." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Camping", - "file": "Camping" - }, - { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Supporting Goals", - "file": "SupportingGoals" - }, - { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Paper-Rock-Scissors", "file": "Paper-Rock-Scissors" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" + }, + { + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Characters", - "file": "Characters" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Competition", - "file": "Competition" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Competition", + "file": "Competition" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Randomness", + "file": "Randomness" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Camping", + "file": "Camping" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Resources", + "file": "Resources" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Characters", + "file": "Characters" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Resources", - "file": "Resources" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "PlayerBalance", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PlayerBalance.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PlayerConstructedWorlds.json b/PlayerConstructedWorlds.json index 441c93c5d33091c158f4303d29316209ccd84e48..cdc31e0abd9ef0b2bf91d08651ae9bcef71d7d24 100644 --- a/PlayerConstructedWorlds.json +++ b/PlayerConstructedWorlds.json @@ -2,7 +2,9 @@ "pattern_name": "Player Constructed Worlds", "description": "Game Worlds that are created by players.", "content": [ - "Some games do not have a predefined game world but either generate it for each game instance before gameplay begins or allows the game world to grow during gameplay. When the construction of the game world is under the players' influence, this leads to [[Player Constructed Worlds]]." + "Some games do not have a predefined game world but either generate it for each game instance before gameplay begins or allows the game world to grow during gameplay. When the construction of the game world is under the players' influence, this leads to [[Player Constructed Worlds]].", + "Example: the tile-laying game Carcassonne starts with the game world existing of only one tile but the world is expanded by every turn taken by players.", + "Example: MUDs are often completely [[Player Constructed Worlds]] as not only do players create stories about the world but also the places and game elements in the games, and even the people maintaining the servers running the game are often players." ], "using_the_pattern": [ "Typical ways of allowing players to create [[Game Worlds]], or significant parts of them, are through [[Tile-Laying]], [[Construction]], [[Planned Character Development]], or [[Storytelling]]. These allow players to construct the worlds, and thereby affecting [[Strategic Locations]] but not necessarily [[Narrative Structures]]. For this to be possible, the games either need to be [[Self-Facilitated Games]] or have [[Game Masters]]. A possible but less common way to let players construct, or at least significantly affect, [[Game Worlds]] is to make them [[Shrinking Game Worlds]] and put how the [[Game World]] shrinks under the players' control." @@ -42,93 +44,89 @@ }, "examples": [ "the tile-laying game Carcassonne starts with the game world existing of only one tile but the world is expanded by every turn taken by players.", - "MUDs are often completely Player Constructed Worlds as not only do players create stories about the world but also the places and game elements in the games, and even the people maintaining the servers running the game are often players." + "MUDs are often completely [[Player Constructed Worlds]] as not only do players create stories about the world but also the places and game elements in the games, and even the people maintaining the servers running the game are often players." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Constructive Play", + "file": "ConstructivePlay" + }, + { + "name": "Roleplaying", + "file": "Roleplaying" }, { "name": "Empowerment", "file": "Empowerment" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Construction", + "file": "Construction" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Storytelling", "file": "Storytelling" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Construction", - "file": "Construction" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Game World", + "file": "GameWorld" }, { "name": "Social Interaction", "file": "SocialInteraction" - }, - { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" - }, - { - "name": "Constructive Play", - "file": "ConstructivePlay" } ], "pattern_id": "PlayerConstructedWorlds", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PlayerConstructedWorlds.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PlayerDecidedResults.json b/PlayerDecidedResults.json index fef08de22b91c46086483057d8cf3fd103becefe..b78a41ce3b98aa99cc56dfac23a29c2a48e48525 100644 --- a/PlayerDecidedResults.json +++ b/PlayerDecidedResults.json @@ -2,7 +2,10 @@ "pattern_name": "Player Decided Results", "description": "Players, or at least some of the players, are responsible for deciding at least some of the results of the player actions. These decisions are not necessarily based on the rules of the game.", "content": [ - "Some evaluation functions in games are not mechanically determined by the game state but can be influenced by the wills of players. This makes the results [[Player Decided Results]] and adds a level of player control to games that can be used to penalize leaders, oppress minorities, or ensure fair distributions depending on the current game situation and what influence different players have." + "Some evaluation functions in games are not mechanically determined by the game state but can be influenced by the wills of players. This makes the results [[Player Decided Results]] and adds a level of player control to games that can be used to penalize leaders, oppress minorities, or ensure fair distributions depending on the current game situation and what influence different players have.", + "Example: In tabletop roleplaying games, the ultimate decision maker is one of the players, the [[Game Master]]. In some more freeform, storytelling-oriented roleplaying games, such as White Wolf's World of Darkness series, the other players are more or less responsible for the story progression.", + "Example: All children's games without a specific game facilitator, such as Hide & Seek and Tag, rely on the players themselves maintaining the game state, and in case of disputes, deciding the results for themselves.", + "Example: Other players can vote to kick off and even ban players who behave badly in many online first-person shooters." ], "using_the_pattern": [ "The rules for making the decisions can be within the game system, influenced by the game system, or outside the game system. [[Player Decided Results]] where the rules are within the game system usually involve voting, or other types of [[Bidding]], between the players about the possible results, and the result is decided from a set defined by the game system itself. If these situations are frequent, the players have a tendency to form [[Alliances]] to increase their [[Perceived Chance to Succeed]]. This can, in some situations, also lead to [[Delayed Reciprocity]] between the players. When agreements regarding [[Player Decided Results]] are secret from other players, they can be used to create [[Secret Alliances]].", @@ -47,107 +50,103 @@ ] }, "examples": [ - "In tabletop roleplaying games, the ultimate decision maker is one of the players, the Game Master. In some more freeform, storytelling-oriented roleplaying games, such as White Wolf's World of Darkness series, the other players are more or less responsible for the story progression.", + "In tabletop roleplaying games, the ultimate decision maker is one of the players, the [[Game Master]]. In some more freeform, storytelling-oriented roleplaying games, such as White Wolf's World of Darkness series, the other players are more or less responsible for the story progression.", "All children's games without a specific game facilitator, such as Hide & Seek and Tag, rely on the players themselves maintaining the game state, and in case of disputes, deciding the results for themselves.", "Other players can vote to kick off and even ban players who behave badly in many online first-person shooters." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Empowerment", - "file": "Empowerment" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Game Master", - "file": "GameMasters" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "PlayerDecidedResults", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PlayerDecidedResults.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PlayerDefinedGoals.json b/PlayerDefinedGoals.json index 2123ab6824d901a3fb8cef050afc46d7e5fc68ba..975607ffc4b0fedba96b1dfc0085d0534ad97188 100644 --- a/PlayerDefinedGoals.json +++ b/PlayerDefinedGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Player Defined Goals", "description": "Goals and subgoals that players can create or customize within the game itself.", "content": [ - "Structured [[Player Defined Goals]] are possible by providing mechanics to let players determine the requirements, rewards, and punishments of the goals by having explicit game rules that govern these goals. By specifying the end conditions and evaluation functions within the game as conditions of the game state, these [[Player Defined Goals]] can then be monitored by the game system similarly to other goals." + "Structured [[Player Defined Goals]] are possible by providing mechanics to let players determine the requirements, rewards, and punishments of the goals by having explicit game rules that govern these goals. By specifying the end conditions and evaluation functions within the game as conditions of the game state, these [[Player Defined Goals]] can then be monitored by the game system similarly to other goals.", + "Example: [[Player Defined Goals]] are employed in Diplomacy in a way that the players can set their own secret goals and strategies, but the impact of the [[Player Defined Goals]] is more evident when some players agree on acting together against another player. However, the goals are only an agreement between the players and they are not explicitly stated in the game mechanics or rules.", + "Example: SimCity and most of the other Sim -games are good examples of games where [[Player Defined Goals]] are possible and also integral to the resulting gameplay. The gameplay is open as there are no winning conditions provided by the game itself and the game system is complex enough to allow huge amounts of different outcomes. The player is free to choose and pursue as a goal almost any possible game state from building the biggest city to making a strong police state to having fun in bulldozing the suburban areas when they are flourishing." ], "using_the_pattern": [ "Players can always decide why they are playing the game, so that in one sense all games have [[Player Defined Goals]]. One category of goals that can be particularly easily constructed independently of the game state is [[Preventing Goals]]; players may simply decide that hindering other players from gaining [[Rewards]] by completing goals are [[Rewards]] in themselves.", @@ -58,90 +60,90 @@ ] }, "examples": [ - "Player Defined Goals are employed in Diplomacy in a way that the players can set their own secret goals and strategies, but the impact of the Player Defined Goals is more evident when some players agree on acting together against another player. However, the goals are only an agreement between the players and they are not explicitly stated in the game mechanics or rules.", - "SimCity and most of the other Sim -games are good examples of games where Player Defined Goals are possible and also integral to the resulting gameplay. The gameplay is open as there are no winning conditions provided by the game itself and the game system is complex enough to allow huge amounts of different outcomes. The player is free to choose and pursue as a goal almost any possible game state from building the biggest city to making a strong police state to having fun in bulldozing the suburban areas when they are flourishing." + "[[Player Defined Goals]] are employed in Diplomacy in a way that the players can set their own secret goals and strategies, but the impact of the [[Player Defined Goals]] is more evident when some players agree on acting together against another player. However, the goals are only an agreement between the players and they are not explicitly stated in the game mechanics or rules.", + "SimCity and most of the other Sim -games are good examples of games where [[Player Defined Goals]] are possible and also integral to the resulting gameplay. The gameplay is open as there are no winning conditions provided by the game itself and the game system is complex enough to allow huge amounts of different outcomes. The player is free to choose and pursue as a goal almost any possible game state from building the biggest city to making a strong police state to having fun in bulldozing the suburban areas when they are flourishing." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Collecting", - "file": "Collecting" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Betting", - "file": "Betting" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Characters", - "file": "Characters" + "name": "Tension", + "file": "Tension" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Tension", - "file": "Tension" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Characters", + "file": "Characters" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Betting", + "file": "Betting" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Creative Control", + "file": "CreativeControl" }, { "name": "Bidding", @@ -152,36 +154,32 @@ "file": "Construction" }, { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Negotiation", - "file": "Negotiation" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "PlayerDefinedGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PlayerDefinedGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PlayerElimination.json b/PlayerElimination.json index d8662abf8dcbd6ab39a89fad30a1f5327783daa1..d4daab726fa8c4047837f2eb0058ba7f6997717f 100644 --- a/PlayerElimination.json +++ b/PlayerElimination.json @@ -2,7 +2,9 @@ "pattern_name": "Player Elimination", "description": "In games with Player Elimination, the players' game sessions can be finished without the players consent, often as a penalty for failing to achieve something.", "content": [ - "[[Player Elimination]] determines the evaluation function for an end condition in the game in such way that the player's game session is terminated." + "[[Player Elimination]] determines the evaluation function for an end condition in the game in such way that the player's game session is terminated.", + "Example: Many arcade games finish the players' game sessions when their lives are exhausted.", + "Example: In Magic: The Gathering, the players whose health level drops below zero are removed completely from play, thus ending their game sessions. Here, the end condition is that the health level is below zero and the evaluation function terminates that player's game session." ], "using_the_pattern": [ "[[Player Elimination]], as the name implies, requires that the players or the game system have a possibility to [[Eliminate]] other players. This consists of either the explicit goal to [[Eliminate]] other players or that the players fail in [[Survive]] goals. [[Overcome]] basic goal with [[Combat]] actions is one of the most used compounds for [[Player Elimination]] and gives rise to [[Conflict]], but also other end conditions as basic goals are possible for determining the elimination, for example, completing [[Connection]] or [[Enclosure]] goals or the side effects of [[Bidding]]. For example in Tetris, the end condition for the game session is that there is a [[Connection]] of blocks from the bottom to the top of the game area. [[Player Elimination]] is an [[Individual Penalty]], and quite a heavy one, for the player. In games with [[Team Play]], the elimination of one of the team members is also a form of [[Shared Penalty]], as the performance level of the whole team suffers from it.", @@ -51,96 +53,96 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Early Elimination", - "file": "EarlyElimination" - }, - { - "name": "Eliminate", - "file": "Eliminate" - }, - { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Score", + "file": "Score" }, { - "name": "Survive", - "file": "Survive" + "name": "Combat", + "file": "Combat" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Overcome", + "file": "Overcome" }, { "name": "Tension", "file": "Tension" }, - { - "name": "Closed Economies", - "file": "ClosedEconomies" - }, - { - "name": "Shared Penalties", - "file": "SharedPenalties" - }, { "name": "Spectators", "file": "Spectators" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Survive", + "file": "Survive" }, { "name": "Team Elimination", "file": "TeamElimination" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Combat", - "file": "Combat" + "name": "Conflict", + "file": "Conflict" }, { "name": "Lives", "file": "Lives" }, + { + "name": "Bidding", + "file": "Bidding" + }, + { + "name": "Parallel Lives", + "file": "ParallelLives" + }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Score", - "file": "Score" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Shared Penalties", + "file": "SharedPenalties" + }, + { + "name": "Downtime", + "file": "Downtime" + }, + { + "name": "Last Man Standing", + "file": "LastManStanding" } ], "pattern_id": "PlayerElimination", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PlayerElimination.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PlayerKilling.json b/PlayerKilling.json index 0a8e7d4a9a3aa74cd74952b391e8eda7868d221e..db4939a43af6f639f1dac4f61f59df6cbec460cc 100644 --- a/PlayerKilling.json +++ b/PlayerKilling.json @@ -2,7 +2,9 @@ "pattern_name": "Player Killing", "description": "Allows players to intentionally or unintentionally remove players from the game for at least some time.", "content": [ - "Games in which the players control only one [[Avatar]] each make the death of these very influential for players' experiences and success in the game. As players easily identify with their [[Avatars]], killing them is usually referred to as [[Player Killing]] even though it is actually [[Avatar]] killing." + "Games in which the players control only one [[Avatar]] each make the death of these very influential for players' experiences and success in the game. As players easily identify with their [[Avatars]], killing them is usually referred to as [[Player Killing]] even though it is actually [[Avatar]] killing.", + "Example: Early Ultima Online was notorious for more experienced players killing other players' characters for looting their items or just for fun. The players who were killed lost the items they were carrying unless they were able to come back to the spot before the player killers looted them.", + "Example: Deathmatch first-person shooters, such as Quake III, have [[Player Killing]] as one of the main goals for the game. The more other players the player manages to take out, the more points or frags he is rewarded. The players who are killed usually lose their gained special items and abilities and are transferred back to a spawn point." ], "using_the_pattern": [ "Having or not having [[Player Killing]] is always an explicit design choice. [[Player Killing]] is, in effect, [[Player Elimination]] with the [[Spawning]] of the players' [[Avatars]] allowed. Designing [[Player Killing]] in the game obviously involves deciding the details of [[Spawning]] and [[Penalties]] involved for being killed. Usually they are mainly [[Individual Penalties]] even in games with [[Team Play]], and players receive [[Decreased Abilities]], [[Ability Losses]], and they might lose [[Ownership]] of [[Tools]] and other items they possess at the time of killing. Other possibilities include forced [[Downtime]] or limitations to the number of times a player can respawn due to the use of [[Lives]].", @@ -41,89 +43,85 @@ }, "examples": [ "Early Ultima Online was notorious for more experienced players killing other players' characters for looting their items or just for fun. The players who were killed lost the items they were carrying unless they were able to come back to the spot before the player killers looted them.", - "Deathmatch first-person shooters, such as Quake III, have Player Killing as one of the main goals for the game. The more other players the player manages to take out, the more points or frags he is rewarded. The players who are killed usually lose their gained special items and abilities and are transferred back to a spawn point." + "Deathmatch first-person shooters, such as Quake III, have [[Player Killing]] as one of the main goals for the game. The more other players the player manages to take out, the more points or frags he is rewarded. The players who are killed usually lose their gained special items and abilities and are transferred back to a spawn point." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Penalties", - "file": "Penalties" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Player Elimination", + "file": "PlayerElimination" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Spawning", + "file": "Spawning" + }, + { + "name": "Ability Losses", + "file": "AbilityLosses" }, { "name": "Ownership", "file": "Ownership" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Identification", + "file": "Identification" }, { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Identification", - "file": "Identification" + "name": "Rewards", + "file": "Rewards" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Team Play", - "file": "TeamPlay" - }, - { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Lives", + "file": "Lives" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Tension", + "file": "Tension" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Team Elimination", + "file": "TeamElimination" }, { - "name": "Lives", - "file": "Lives" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "PlayerKilling", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PlayerKilling.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Polyathlons.json b/Polyathlons.json index 8390ed63dbfde7e41dd2e4db590e669fea9d72d4..492905cc20a72edac0ea400aa7b748f39165f249 100644 --- a/Polyathlons.json +++ b/Polyathlons.json @@ -2,7 +2,9 @@ "pattern_name": "Polyathlons", "description": "Polyathlons are tournaments that consist of several different types of games.", "content": [ - "One way to vary gameplay in a tournament is to make players play different kinds of games. As these games typically have different skill requirements, playing them makes the areas of competences required to win a Polyathlon larger than other forms of tournaments as well as making it more likely that players have different specialties. The latter allows more players to have experiences of winnings, as they can have partial victories within the tournament by winning individual games." + "One way to vary gameplay in a tournament is to make players play different kinds of games. As these games typically have different skill requirements, playing them makes the areas of competences required to win a Polyathlon larger than other forms of tournaments as well as making it more likely that players have different specialties. The latter allows more players to have experiences of winnings, as they can have partial victories within the tournament by winning individual games.", + "Example: Triathlon,Pentathlon andDecathlon, where the outcome of the whole event is based on the outcome of a series of game instances of different sports; pistol shooting, fencing, swimming, riding and cross-country running in the case of Pentathlon.", + "Example: WarioWare, Inc. consists of many Mini Games, which are played sequentially to progress in the main game." ], "using_the_pattern": [ "The games in a [[Polyathlon]] can either be chosen to require particular skills within a category of expertise, or be chosen to spread the requirements between categories (such as [[Dexterity-Based Actions]], [[Memorizing]], [[Luck]], [[Negotiation]], or [[Rhythm-Based Actions]]). When the requirements are different, player can choose to develop specific [[Competence Areas]] as part of their planning.", @@ -33,14 +35,6 @@ ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Memorizing", - "file": "Memorizing" - }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" @@ -53,21 +47,29 @@ "name": "Competence Areas", "file": "CompetenceAreas" }, - { - "name": "Quick Games", - "file": "QuickGames" - }, { "name": "Luck", "file": "Luck" + }, + { + "name": "Memorizing", + "file": "Memorizing" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "Polyathlons", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Polyathlons.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Power-Ups.json b/Power-Ups.json index 23de903fb1208473d4a90afef5508bc4628616eb..692904128dc274e7d571762eca391c2a04e08991 100644 --- a/Power-Ups.json +++ b/Power-Ups.json @@ -1,7 +1,10 @@ { "pattern_name": "Power-Ups", "description": "Power-Ups are game elements that give time-limited advantages to the player that picks them up.", - "content": [], + "content": [ + "Example: The power pill in Pac-Man allows Pac-Man to hunt ghosts for a limited amount of time.", + "Example: Quad damage [[Power-Up]] in Quake quadruples the damage caused by the player's weapons for a limited amount of time." + ], "using_the_pattern": [ "The possibilities regarding where the [[Producers]] of the [[Power-Ups]] are and when [[Power-Ups]] appear are similar to those of [[Pick-Ups]]. The main differences are that [[Power-Ups]] often give the player [[New Abilities]] or [[Privileged Abilities]], and one has to determine how long the effect of the [[Power-Up]] lasts and if players can [[Trading]] them. However, [[Power-Ups]] can also provide [[Improved Abilities]] such as temporarily raising [[Skills]].", "Since the [[Power-Up]] typically gives the player an advantage without a matching disadvantage, the use of [[Power-Ups]] may cause problems with [[Player Balance]] more easily than using plain [[Pick-Ups]]." @@ -36,73 +39,69 @@ }, "examples": [ "The power pill in Pac-Man allows Pac-Man to hunt ghosts for a limited amount of time.", - "Quad damage Power-Up in Quake quadruples the damage caused by the player's weapons for a limited amount of time." + "Quad damage [[Power-Up]] in Quake quadruples the damage caused by the player's weapons for a limited amount of time." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Collecting", - "file": "Collecting" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Trading", - "file": "Trading" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Gain Competence", "file": "GainCompetence" }, { - "name": "Skills", - "file": "Skills" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Producers", - "file": "Producers" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Collecting", + "file": "Collecting" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Producers", + "file": "Producers" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Skills", + "file": "Skills" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Trading", + "file": "Trading" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Power-Up", - "file": "Power-Ups" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" } ], "pattern_id": "Power-Ups", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Power-Ups.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PredefinedGoals.json b/PredefinedGoals.json index c19da863ef5ba1a9b54a01990e30097e23019222..98909e13b35640cb39bd40e1f1c1eeb27e843bf2 100644 --- a/PredefinedGoals.json +++ b/PredefinedGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Predefined Goals", "description": "Predefined Goals are preset by the game designer, usually arranged in a rigid hierarchy, which can only be adaptable by players' choices or interpretations if the design allows it.", "content": [ - "To make goals unambiguous, [[Predefined Goals]] are described using the components of the game and have [[Rewards]] described and implemented through the game system. All winnable games, i. e., games where there exists a game state that defines one or several winners, have the predefined primary goal that can be stated as: win the game. This is so common that the existence of such a goal is sometimes used to define what a game is, but examples such as the Sims, Tetris, and Pac-Man show the existence of games that at least question if these definitions are inclusive of all games." + "To make goals unambiguous, [[Predefined Goals]] are described using the components of the game and have [[Rewards]] described and implemented through the game system. All winnable games, i. e., games where there exists a game state that defines one or several winners, have the predefined primary goal that can be stated as: win the game. This is so common that the existence of such a goal is sometimes used to define what a game is, but examples such as the Sims, Tetris, and Pac-Man show the existence of games that at least question if these definitions are inclusive of all games.", + "Example: Chess has the [[Predefined Goals]] for each player to checkmate the other player's king.", + "Example: Monopoly has the [[Predefined Goal]] of eliminating all other players by driving them into bankruptcy." ], "using_the_pattern": [ "[[Predefined Goals]] require that explicit boundaries be set by the game design to what game states are considered successes and how players can reach those game states. However, within these boundaries the player can have some freedom, which can be instantiated by a Selectable Set of Goals or by not specifically defining what actions need to be performed to achieve the main goals, nor in which order the actions need to be performed. This is the case in [[Planned Character Development]] where players must be able to have some [[Predefined Goals]] to be able to plan but at the same time need some freedom for the plans to be theirs and not the game designers.", @@ -38,26 +40,22 @@ ] }, "examples": [ - "Chess has the Predefined Goals for each player to checkmate the other player's king.", - "Monopoly has the Predefined Goal of eliminating all other players by driving them into bankruptcy." + "Chess has the [[Predefined Goals]] for each player to checkmate the other player's king.", + "Monopoly has the [[Predefined Goal]] of eliminating all other players by driving them into bankruptcy." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Perfect Information", - "file": "PerfectInformation" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Imperfect Information", @@ -67,6 +65,10 @@ "name": "Asymmetric Information", "file": "AsymmetricInformation" }, + { + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" + }, { "name": "Analysis Paralysis", "file": "AnalysisParalysis" @@ -75,37 +77,29 @@ "name": "Planned Character Development", "file": "PlannedCharacterDevelopment" }, - { - "name": "Predefined Goals", - "file": "PredefinedGoals" - }, - { - "name": "Predefined Goal", - "file": "PredefinedGoals" - }, - { - "name": "Unknown Goals", - "file": "UnknownGoals" - }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Symmetric Information", + "file": "SymmetricInformation" + }, + { + "name": "Perfect Information", + "file": "PerfectInformation" } ], "pattern_id": "PredefinedGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PredefinedGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PredictableConsequences.json b/PredictableConsequences.json index 2e146473816461ffe350bbea91ef4c079b68007d..a13d38b18ac098199a5974c727cdc49267c58758 100644 --- a/PredictableConsequences.json +++ b/PredictableConsequences.json @@ -2,7 +2,9 @@ "pattern_name": "Predictable Consequences", "description": "Players can predict how the game state will change if they perform actions, or possibly sequences of actions.", "content": [ - "When players can understand how actions and events affect the game state of a game, those actions and events have [[Predictable Consequences]]. A game can have [[Predictable Consequences]] without players being able to exactly predict what action is going to be performed or what effect an action can have. A game can be predictable if players can anticipate the set of possible actions another player can perform, and an action can be predictable if players can imagine the set of possible future game states its effects can create." + "When players can understand how actions and events affect the game state of a game, those actions and events have [[Predictable Consequences]]. A game can have [[Predictable Consequences]] without players being able to exactly predict what action is going to be performed or what effect an action can have. A game can be predictable if players can anticipate the set of possible actions another player can perform, and an action can be predictable if players can imagine the set of possible future game states its effects can create.", + "Example: The actions in first-person shooters often contain no elements of chance and thereby have totally [[Predictable Consequences]]. However, being able to perform these actions is not easy for a player, especially when one has to anticipate other players' actions and these actions often have the intention of disrupting the player.", + "Example: The actions in Chess and Go have totally [[Predictable Consequences]], and skillful playing of these games consists on being able to predict opponents' actions and planning many actions ahead." ], "using_the_pattern": [ "How [[Predictable Consequences]] actions and events are used in game designs depends mainly on who performs or influences them: the game system or players. The predictability of game systems can vary as much as that of the predictability of opponents but can also be fixed so that players are aware of them before the actions or events are initiated. Providing the [[Right Level of Complexity]] is also important when considering [[Predictable Consequences]]: games that have [[Predictable Consequences]] for individual actions and events can lose that predictability when the complexity increases, for example, by having few [[Closure Points]] that reduce the potential game space or allowing long and dynamic [[Producer-Consumer]] chains.", @@ -72,186 +74,182 @@ ] }, "examples": [ - "The actions in first-person shooters often contain no elements of chance and thereby have totally Predictable Consequences. However, being able to perform these actions is not easy for a player, especially when one has to anticipate other players' actions and these actions often have the intention of disrupting the player.", - "The actions in Chess and Go have totally Predictable Consequences, and skillful playing of these games consists on being able to predict opponents' actions and planning many actions ahead." + "The actions in first-person shooters often contain no elements of chance and thereby have totally [[Predictable Consequences]]. However, being able to perform these actions is not easy for a player, especially when one has to anticipate other players' actions and these actions often have the intention of disrupting the player.", + "The actions in Chess and Go have totally [[Predictable Consequences]], and skillful playing of these games consists on being able to predict opponents' actions and planning many actions ahead." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" - }, - { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Betting", - "file": "Betting" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Investments", - "file": "Investments" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Luck", - "file": "Luck" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Perfect Information", "file": "PerfectInformation" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" + }, + { + "name": "Penalties", + "file": "Penalties" }, { "name": "Skills", "file": "Skills" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Investments", + "file": "Investments" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { "name": "Imperfect Information", "file": "ImperfectInformation" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { "name": "Selectable Sets of Goals", "file": "SelectableSetsofGoals" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Betting", + "file": "Betting" + }, + { + "name": "Indirect Control", + "file": "IndirectControl" }, { "name": "Illusionary Rewards", "file": "IllusionaryRewards" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Surprises", + "file": "Surprises" }, { "name": "Arithmetic Rewards for Investments", "file": "ArithmeticRewardsforInvestments" }, - { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" - }, { "name": "Damage", "file": "Damage" }, { - "name": "Surprises", - "file": "Surprises" - }, - { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Luck", + "file": "Luck" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "PredictableConsequences", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PredictableConsequences.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PreventingGoals.json b/PreventingGoals.json index bd2d3ce308c0ce1a9efb0af43624ebed89e3384e..349f98c780685604cbc3011f4299ff70d4914421 100644 --- a/PreventingGoals.json +++ b/PreventingGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Preventing Goals", "description": "Goals where the objective is to prevent a completion of another goal.", "content": [ - "Some goals are defined as the aim of preventing another goal to be completed. This can be done by actively working against the other goal or by simply ensuring that the goal is not being pursued." + "Some goals are defined as the aim of preventing another goal to be completed. This can be done by actively working against the other goal or by simply ensuring that the goal is not being pursued.", + "Example: The goal of the goalkeeper in Soccer is to prevent the opposing team's players from score goals.", + "Example: The goal in Backgammon is to move each individual piece to the inner table and one can prevent the other player from achieving this in two ways: by hitting the opponent's piece when moving one's own pieces or by blocking the piece by placing two or more pieces on area of the game board. The first case directly affects the opponent's piece as it interferes with the game state (the position of the piece) defining the opponent's goal. The second case indirectly prevents the goal as it does not affect the piece but may block future moves of the piece." ], "using_the_pattern": [ "[[Preventing Goals]] are closely linked to [[Interferable Goals]] (and thereby [[Conflict]]) as [[Preventing Goals]] can be easily constructed by explicitly rewarding the interference of an [[Interferable Goal]]. However, [[Preventing Goals]] do not have to require that players actively change the game state, as hindering the change of the game state, rather than changing it, may be enough to complete the goal. Thus, [[Preventing Goals]] can be completed by simply doing [[No-Op]] actions if no other player is trying to achieve the goal, which may be the result of successful [[Negotiation]].", @@ -54,100 +56,100 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Guard", - "file": "Guard" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Eliminate", - "file": "Eliminate" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Survive", - "file": "Survive" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Herd", - "file": "Herd" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Survive", + "file": "Survive" }, { "name": "Capture", "file": "Capture" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Herd", + "file": "Herd" }, { - "name": "Evade", - "file": "Evade" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Construction", - "file": "Construction" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Guard", + "file": "Guard" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Construction", + "file": "Construction" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Conceal", + "file": "Conceal" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Evade", + "file": "Evade" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Rescue", + "file": "Rescue" } ], "pattern_id": "PreventingGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PreventingGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PrivilegedAbilities.json b/PrivilegedAbilities.json index 0afecd6f362e271d72354df142b85b615c7b3771..8f3ab8fab13aad1a3478ea86c8d567a876d1913b 100644 --- a/PrivilegedAbilities.json +++ b/PrivilegedAbilities.json @@ -2,7 +2,10 @@ "pattern_name": "Privileged Abilities", "description": "Privileged Abilities are those that let players perform actions that are not readily available to all other players.", "content": [ - "Many games have different sets of actions possible for different players. The actions one player has, or possibly a few players have, are [[Privileged Abilities]] in that they allow different tactics and often different forms of goals to be sought." + "Many games have different sets of actions possible for different players. The actions one player has, or possibly a few players have, are [[Privileged Abilities]] in that they allow different tactics and often different forms of goals to be sought.", + "Example: Computer roleplaying games, such as Neverwinter Nights and Diablo, make use of [[Privileged Abilities]] by making certain actions only available to specific classes, for example, only allowing wizards to cast spells.", + "Example: Online multiplayer first-person shooters such as Return to Castle Wolfenstein: Enemy Territory or Battlefield 1942 use the same method of dividing special abilities, such as repairing vehicles or providing air strikes, to specific classes. Return to Castle Wolfenstein: Enemy Territory further provides new actions as players gain experience in various activities.", + "Example: The board game History of the World uses cards with special abilities that can be played only on certain turns in order to loosely follow the historical development of civilizations." ], "using_the_pattern": [ "The design choices regarding [[Privileged Abilities]] can be divided into three main categories: the actual nature of the action, how the action is made available, and which player has access to the action.", @@ -81,199 +84,195 @@ ] }, "examples": [ - "Computer roleplaying games, such as Neverwinter Nights and Diablo, make use of Privileged Abilities by making certain actions only available to specific classes, for example, only allowing wizards to cast spells.", + "Computer roleplaying games, such as Neverwinter Nights and Diablo, make use of [[Privileged Abilities]] by making certain actions only available to specific classes, for example, only allowing wizards to cast spells.", "Online multiplayer first-person shooters such as Return to Castle Wolfenstein: Enemy Territory or Battlefield 1942 use the same method of dividing special abilities, such as repairing vehicles or providing air strikes, to specific classes. Return to Castle Wolfenstein: Enemy Territory further provides new actions as players gain experience in various activities.", "The board game History of the World uses cards with special abilities that can be played only on certain turns in order to loosely follow the historical development of civilizations." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Timing", - "file": "Timing" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Investments", - "file": "Investments" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Combat", + "file": "Combat" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Units", + "file": "Units" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Timing", + "file": "Timing" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Characters", - "file": "Characters" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Skills", - "file": "Skills" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Character Development", + "file": "CharacterDevelopment" }, { "name": "No-Ops", "file": "No-Ops" }, + { + "name": "Skills", + "file": "Skills" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" + }, { "name": "Combos", "file": "Combos" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Units", - "file": "Units" + "name": "Investments", + "file": "Investments" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Tools", + "file": "Tools" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Combat", - "file": "Combat" + "name": "Characters", + "file": "Characters" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Gain Competence", + "file": "GainCompetence" }, { "name": "Construction", "file": "Construction" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Privileged Movement", "file": "PrivilegedMovement" }, { - "name": "Tools", - "file": "Tools" - }, - { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Producers", "file": "Producers" }, { - "name": "Social Interaction", - "file": "SocialInteraction" - }, - { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "PrivilegedAbilities", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PrivilegedAbilities.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PrivilegedMovement.json b/PrivilegedMovement.json index ae4648c41de08403708220befe414112e5a216b3..7134a16a572e68df28e1888ff1d58c1427b0ff2d 100644 --- a/PrivilegedMovement.json +++ b/PrivilegedMovement.json @@ -2,7 +2,10 @@ "pattern_name": "Privileged Movement", "description": "Being able to do a form of movement that other game elements cannot.", "content": [ - "Few games that have movement of game elements have the same form of movement for all of them. By providing game elements with different types of movement, some or in rare cases, all game elements have [[Privileged Movement]] that gives them additional value." + "Few games that have movement of game elements have the same form of movement for all of them. By providing game elements with different types of movement, some or in rare cases, all game elements have [[Privileged Movement]] that gives them additional value.", + "Example: taking control of vehicles in Battlefield 1942 or Battlefield Vietnam give players other forms of movement that when on foot, with planes and helicopters allowing the most different type of movement.", + "Example: knights in Chess have a privileged form of movement since they do not require line-of-sight to the square that they move to.", + "Example: the game of Draughts (or Checkers) requires that players promote at least one singleton to a doubleton in order to get the required [[Privileged Movement]] that is necessary to win." ], "using_the_pattern": [ "[[Privileged Movement]] can be used to let game elements move in ways impossible to other game elements or may make the [[Movement]] have effects which other game elements do not have. Examples of ways which [[Privileged Movement]] can affect the movement itself includes ignoring [[Obstacles]] or entering [[Inaccessible Areas]]. When the [[Privileged Movement]] allows better [[Game State Overview]] than otherwise possible, it helps [[Game World Navigation]]. Examples of forms of [[Privileged Movement]] can be that the game elements repulse or attract other game elements in their wake or that the game elements leaves [[Traces]] that can have beneficial or negative consequences to those that enter the [[Traces]], or that the [[Traces]] simply give information.", @@ -38,73 +41,69 @@ "examples": [ "taking control of vehicles in Battlefield 1942 or Battlefield Vietnam give players other forms of movement that when on foot, with planes and helicopters allowing the most different type of movement.", "knights in Chess have a privileged form of movement since they do not require line-of-sight to the square that they move to.", - "the game of Draughts (or Checkers) requires that players promote at least one singleton to a doubleton in order to get the required Privileged Movement that is necessary to win." + "the game of Draughts (or Checkers) requires that players promote at least one singleton to a doubleton in order to get the required [[Privileged Movement]] that is necessary to win." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { "name": "Traverse", "file": "Traverse" }, - { - "name": "Privileged Movement", - "file": "PrivilegedMovement" - }, { "name": "Obstacles", "file": "Obstacles" }, { - "name": "Traces", - "file": "Traces" - }, - { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Movement", "file": "Movement" }, - { - "name": "Player Balance", - "file": "PlayerBalance" - }, { "name": "Herd", "file": "Herd" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, + { + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Traces", + "file": "Traces" } ], "pattern_id": "PrivilegedMovement", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PrivilegedMovement.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Producer-Consumer.json b/Producer-Consumer.json index 9a4c19a3c73ac3948edbe4ea9809acd6cdc7ef04..f2d3eb8c743a59e07bea3932a13c4e56c8e8070f 100644 --- a/Producer-Consumer.json +++ b/Producer-Consumer.json @@ -2,7 +2,9 @@ "pattern_name": "Producer-Consumer", "description": "Producer-Consumer determines the lifetime of game elements, usually resources, and thus governs the flow of gameplay.", "content": [ - "Games usually have several overlapping and interconnected [[Producer-Consumers]] governing the flow of available game elements, especially resources. As resources are used to determine the possible player actions, these [[Producer-Consumer]] networks also determine the actual flow of the gameplay. [[Producer-Consumers]] can operate recursively, i. e., one [[Producer-Consumer]] might determine the lifetime of another [[Producer-Consumer]]. [[Producer-Consumers]] are often chained together to form more complex networks of [[Resource]] flows." + "Games usually have several overlapping and interconnected [[Producer-Consumers]] governing the flow of available game elements, especially resources. As resources are used to determine the possible player actions, these [[Producer-Consumer]] networks also determine the actual flow of the gameplay. [[Producer-Consumers]] can operate recursively, i. e., one [[Producer-Consumer]] might determine the lifetime of another [[Producer-Consumer]]. [[Producer-Consumers]] are often chained together to form more complex networks of [[Resource]] flows.", + "Example: In Civilization, the units are produced in cities and consumed in battles against enemy units and cities. This kind of a [[Producer-Consumer]] is also used in almost all real-time strategy games.", + "Example: In Asteroids, the rocks are produced at the start of each level and are consumed by the player shooting at them. The same principle applies to many other games where the level progression is based on eliminating, i. e., consuming, other game elements: the pills in Pac-Man, free space in Qix, and the aliens in Space Invaders." ], "using_the_pattern": [ "As the name implies, [[Producer-Consumer]] is a compound pattern of [[Producer]] and [[Consumer]] and as such, this pattern governs how both are instantiated. The effect of producing and consuming [[Resources]] or [[Units]] often turns out to be several different pairs of [[Producer-Consumers]], as the produced game element can be consumed in many different ways. For example, the [[Units]] in a real-time strategy game such as the Age of Empires series can be eliminated in direct combat with enemy [[Units]], when bombarded by indirect fire, and finally when their supply points are exhausted. The [[Producer-Consumer]] in this case consists of the [[Producer]] of the [[Units]] with three different [[Consumers]].", @@ -37,47 +39,39 @@ ] }, "examples": [ - "In Civilization, the units are produced in cities and consumed in battles against enemy units and cities. This kind of a Producer-Consumer is also used in almost all real-time strategy games.", + "In Civilization, the units are produced in cities and consumed in battles against enemy units and cities. This kind of a [[Producer-Consumer]] is also used in almost all real-time strategy games.", "In Asteroids, the rocks are produced at the start of each level and are consumed by the player shooting at them. The same principle applies to many other games where the level progression is based on eliminating, i. e., consuming, other game elements: the pills in Pac-Man, free space in Qix, and the aliens in Space Invaders." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Units", - "file": "Units" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Investments", + "file": "Investments" }, { "name": "Resources", "file": "Resources" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Units", + "file": "Units" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Producers", "file": "Producers" }, - { - "name": "Investments", - "file": "Investments" - }, - { - "name": "Resource Management", - "file": "ResourceManagement" - }, { "name": "Converters", "file": "Converters" @@ -87,16 +81,20 @@ "file": "Container" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Consumers", + "file": "Consumers" } ], "pattern_id": "Producer-Consumer", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Producer-Consumer.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Producers.json b/Producers.json index 18265d2a4f4b088bb9f11aa30f43686c7ce7238a..0df6ac5a969569357100ca76f17eb1a04bd35265 100644 --- a/Producers.json +++ b/Producers.json @@ -2,7 +2,11 @@ "pattern_name": "Producers", "description": "A game element, usually some kind of a resource, is produced as a consequence of a player action, certain game element configuration, or other type of game event.", "content": [ - "The productions of game elements can be tied to many types of changes in the game state but are usually linked to a producing game element, the [[Producer]]. The most common ways to trigger production are when players perform specific actions, players achieve closures, or simply because a certain amount of game time has passed. The [[Producer]] is mainly concerned about the production of the game elements during the gameplay, but it can be argued, for example, that the pieces in Chess are produced in their starting positions, and sometimes this level of analysis can be fruitful." + "The productions of game elements can be tied to many types of changes in the game state but are usually linked to a producing game element, the [[Producer]]. The most common ways to trigger production are when players perform specific actions, players achieve closures, or simply because a certain amount of game time has passed. The [[Producer]] is mainly concerned about the production of the game elements during the gameplay, but it can be argued, for example, that the pieces in Chess are produced in their starting positions, and sometimes this level of analysis can be fruitful.", + "Example: the pills in a Pac-Man level are produced when the game starts and when the Pac-Man has finished the previous level by eating all of the pills.", + "Example: the blocks in Tetris are produced at the top of the screen when the previous block has been placed.", + "Example: the cities in Civilization can produce different kinds of units according to the player's choices. The production rate, that is, how much game time it takes to produce a unit, and the units available, depend on several factors such as the location and size of the city and how far the player has progressed in the game.", + "Example: in fantasy roleplaying games hit points are regained, i. e. produced, by resting, taking health potions, and using healing spells." ], "using_the_pattern": [ "[[Producers]] can be thought of as the mechanisms that bring game elements to the game, usually to a [[Game World]]. Even the case of setting up the game elements in their starting positions follows the same basic principles than govern [[Producers]] which are active during gameplay. The design questions that have to be answered when designing [[Producers]] are: What game elements or resources are produced? What are the requirements for producing the game elements or triggering the production? Where are the game elements produced? What kind of indication is given to the players about the produced elements?", @@ -58,44 +62,32 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Tradeoffs", - "file": "Tradeoffs" - }, - { - "name": "Renewable Resources", - "file": "RenewableResources" - }, - { - "name": "Avatars", - "file": "Avatars" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Characters", - "file": "Characters" + "name": "Units", + "file": "Units" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Units", - "file": "Units" + "name": "Empowerment", + "file": "Empowerment" }, { "name": "Spawn Points", @@ -105,41 +97,53 @@ "name": "Spawning", "file": "Spawning" }, - { - "name": "Construction", - "file": "Construction" - }, { "name": "Resources", "file": "Resources" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Renewable Resources", + "file": "RenewableResources" + }, + { + "name": "Tradeoffs", + "file": "Tradeoffs" }, { "name": "Privileged Abilities", "file": "PrivilegedAbilities" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Characters", + "file": "Characters" }, { "name": "Area Control", "file": "AreaControl" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Construction", + "file": "Construction" + }, + { + "name": "Avatars", + "file": "Avatars" + }, + { + "name": "Power-Ups", + "file": "Power-Ups" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Producers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Producers.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ProgressIndicators.json b/ProgressIndicators.json index 9b41ffb75e5b47d9dba5812d4ab80b4070bc30d5..4c6a779c4d3890b2ad515ebf5249c9b10d84cb0a 100644 --- a/ProgressIndicators.json +++ b/ProgressIndicators.json @@ -3,7 +3,9 @@ "description": "The player is given information about his current progress towards a closure in addition to the configuration of game elements involved", "content": [ "The most explicit use of [[Progress Indicator]] is to have exact numerical values for indicating the current state and also the required value for reaching the goal. Some games do not require a definite value for reaching the goal, instead using relative numerical values to determine the winner or measuring the progression of the players related to other players.", - "[[Progress Indicators,]] which do not represent the progress in an exact manner are vague [[Progress Indicators]]. The difference between an exact and vague indicator is that the vague indicator is subject to different interpretations, while the exact indicator is an objective measurement of the progress." + "[[Progress Indicators,]] which do not represent the progress in an exact manner are vague [[Progress Indicators]]. The difference between an exact and vague indicator is that the vague indicator is subject to different interpretations, while the exact indicator is an objective measurement of the progress.", + "Example: some racing games and roleplaying games have maps which indicate how far the players have traveled by filling in paths showing the progress.", + "Example: in Zelda: Link to the Past a subgoal is to gather nine crystals to be able to save the Princess Zelda. Progress in this task is indicated by arranging the crystals in an octagon, where the collected crystals are placed in the empty place holders." ], "using_the_pattern": [ "The first thing to consider is that which actions and goals of the game require [[Progress Indicators]]. The second is to figure out how to measure the progress towards the goal and how to indicate progress. The numerical values are usually the simplest way to achieve this, especially when progress can be measure easily as in [[Extended Actions]]. [[Score]] can also easily be measured but is in some cases, especially where one can lose points, better regarded as a [[Status Indicator]]. Even when the [[Progress Indicator]] does not allow for a player knowing the exact requirements for achieving a goal, it usually gives the player a more concrete way of comparing the actual outcome to the required outcome.", @@ -58,104 +60,104 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Traverse", - "file": "Traverse" + "name": "Score", + "file": "Score" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Game State Overview", + "file": "GameStateOverview" }, { "name": "Memorizing", "file": "Memorizing" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Tension", "file": "Tension" }, { - "name": "Quick Games", - "file": "QuickGames" - }, - { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" - }, - { - "name": "Combos", - "file": "Combos" + "name": "Connection", + "file": "Connection" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { "name": "Extended Actions", "file": "ExtendedActions" }, - { - "name": "Delayed Effects", - "file": "DelayedEffects" - }, { "name": "Movement", "file": "Movement" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Connection", - "file": "Connection" + "name": "Combos", + "file": "Combos" }, { - "name": "Alignment", - "file": "Alignment" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" + }, + { + "name": "Traverse", + "file": "Traverse" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Alignment", + "file": "Alignment" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { "name": "Race", "file": "Race" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Score", - "file": "Score" + "name": "Supporting Goals", + "file": "SupportingGoals" + }, + { + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" + }, + { + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "ProgressIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ProgressIndicators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PublicInformation.json b/PublicInformation.json index 75959ce741842ebe90cb420a29edd87dfaa8bd2b..4dd7d25aff336d4b49da86585eb7fc2687b83b03 100644 --- a/PublicInformation.json +++ b/PublicInformation.json @@ -3,7 +3,9 @@ "description": "All or part of the information of the game state is available during the game to people other than the players", "content": [ "Many games either by explicit design or by their medium allow people not playing the game themselves to have access to the game state. Sports and board games are the most typical examples of games that provide [[Public Information]] because of their medium; non-players can simply observe the positions of the players and game elements and follow the actions performed. Other games, for example card and computer games, require technological support that has to be either embedded in the game or set up specifically for a certain game instance to provide information to non-players in an easily accessible format.", - "Note that information available to people not playing the game may not be available to all the players." + "Note that information available to people not playing the game may not be available to all the players.", + "Example: The spectators of a Soccer game have information about the changes in the game state during the match, and the results are normally available to an even wider audience. Public high score lists, such as those in most arcade games, are also an example of using public information about the results of game instances.", + "Example: Players who have been killed in Counter-Strike can in the normal setups follow other players while they are waiting for their next turn to begin." ], "using_the_pattern": [ "What information can or should be [[Public Information]] naturally depends on the type game, but the most important factor is how [[Spectators]] can influence the players based on [[Public Information]]. This can be avoided by either forbidding the [[Spectators]] to influence the players' actions directly or it can be made part of the game through [[Extra-Game Actions]], for example by asking the audience for advice in Who Wants to be a Millionaire? In [[Real-Time Games]] or games with [[Limited Planning Ability]], the possibility of [[Spectators]] unbalancing gameplay through advice may be insignificant due to the problem of giving advice in time, especially in games based on [[Rhythm-Based Actions]] or[[Dexterity-Based Actions]].", @@ -55,96 +57,96 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Communication Channels", - "file": "CommunicationChannels" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "God Views", - "file": "GodViews" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "First-Person Views", + "file": "First-PersonViews" }, { "name": "Perfect Information", "file": "PerfectInformation" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" - }, - { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "God Views", + "file": "GodViews" + }, + { + "name": "Symmetric Information", + "file": "SymmetricInformation" + }, + { + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "PublicInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PublicInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/PuzzleSolving.json b/PuzzleSolving.json index 15a565fd4ad736d52cf9bd2a420d8a48f0811612..825b8f65eeae8c705a190b15cdfc98ff430d619b 100644 --- a/PuzzleSolving.json +++ b/PuzzleSolving.json @@ -2,7 +2,9 @@ "pattern_name": "Puzzle Solving", "description": "Actions that can be solved through deductive or inductive reasoning.", "content": [ - "Some goals in games do not have apparent solutions. This may be because players do not have all the game elements or information required, but can also be because the solutions require multiple actions performed consecutively and in an order that is not intuitive. In both cases, the activity players need to perform to find the solution is a form of [[Puzzle Solving]]. In some cases, the solutions may be drawing conclusions from the available information and, in others, testing hypotheses and rejecting impossible ones." + "Some goals in games do not have apparent solutions. This may be because players do not have all the game elements or information required, but can also be because the solutions require multiple actions performed consecutively and in an order that is not intuitive. In both cases, the activity players need to perform to find the solution is a form of [[Puzzle Solving]]. In some cases, the solutions may be drawing conclusions from the available information and, in others, testing hypotheses and rejecting impossible ones.", + "Example: The gameplay in Myst consists of solving a number of puzzles. Besides that, the only actions players can perform are to move in the environment that also moves players between the puzzles.", + "Example: Sokoban is a pure [[Puzzle Solving]] computer game where the only challenge the players have is to figure out how to push a number of boxes into the right parts of a maze." ], "using_the_pattern": [ "The prime challenge in designing a puzzle is to achieve the [[Right Level of Complexity]] for it. However, the difficulty of the puzzle can be modulated regardless of complexity by constructing the puzzles so that they can either be solved through reasoning or through manipulation, the latter being easier. Puzzles solvable by manipulation require that players have access to [[Direct Information]], while those that can be solved through reasoning can make use of direct or [[Indirect Information]]. Puzzles that can be solved through manipulation of the game environment are a form of [[Configuration]] goal requiring [[Movement]] that can actually be solved by simply trying all combinations. Although this may cause players to do repetitious actions, it cannot be avoided even with [[Irreversible Actions]] or depletion of [[Non-Renewable Resources]] if players can perform [[Save-Load Cycles]].", @@ -54,113 +56,109 @@ }, "examples": [ "The gameplay in Myst consists of solving a number of puzzles. Besides that, the only actions players can perform are to move in the environment that also moves players between the puzzles.", - "Sokoban is a pure Puzzle Solving computer game where the only challenge the players have is to figure out how to push a number of boxes into the right parts of a maze." + "Sokoban is a pure [[Puzzle Solving]] computer game where the only challenge the players have is to figure out how to push a number of boxes into the right parts of a maze." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" - }, - { - "name": "Achilles' Heels", - "file": "Achilles'Heels" - }, - { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "Memorizing", "file": "Memorizing" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Traces", - "file": "Traces" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Traces", + "file": "Traces" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Reversability", + "file": "Reversability" }, { "name": "Movement", "file": "Movement" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Capture", + "file": "Capture" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Capture", - "file": "Capture" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Irreversible Actions", + "file": "IrreversibleActions" + }, + { + "name": "Evade", + "file": "Evade" + }, + { + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Save-Load Cycles", "file": "Save-LoadCycles" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { "name": "Non-Renewable Resources", "file": "Non-RenewableResources" }, { - "name": "Evade", - "file": "Evade" - }, - { - "name": "Overcome", - "file": "Overcome" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { "name": "Indirect Information", @@ -170,9 +168,9 @@ "pattern_id": "PuzzleSolving", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "PuzzleSolving.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/QuickGames.json b/QuickGames.json index 026b91d6fd3465f426ed52423f87a76fdaaf67ba..4356db0c1f6a0b402a58b1ff36b7b0abf20920e1 100644 --- a/QuickGames.json +++ b/QuickGames.json @@ -2,7 +2,9 @@ "pattern_name": "Quick Games", "description": "Quick Games have a single concrete goal and few basic actions.", "content": [ - "The time it takes for the players to finish game instances of [[Quick Games]] is almost always very short, sometimes counted in seconds, even though the whole life time of the game instance might be long as is the case with play-by-mail Rock-Paper-Scissors." + "The time it takes for the players to finish game instances of [[Quick Games]] is almost always very short, sometimes counted in seconds, even though the whole life time of the game instance might be long as is the case with play-by-mail Rock-Paper-Scissors.", + "Example: most gambling games have game instances, which are short, often consisting of just one action with an uncertain outcome. In Roulette the players can only place their bets on different combinations of numbers and colors and then wait for the outcome. Gambling, however, typically relies on the players participation in several of these short game instances in succession.", + "Example: WarioWare, Inc. has over 200 different [[Quick Games]] organized in themed groups. Almost all the games use just one basic action and one simple goal. The time it takes to complete one game is usually less than five seconds. One of the main charms of WarioWare, Inc. is that the games of a single theme group are presented to the player in random sequence; the main challenge is often to decipher the basic actions and goals of the games within the five seconds -- and to win!" ], "using_the_pattern": [ "Gambling, games with [[Betting,]] and other games with [[Extra-Game Consequences]] are designed in such way that the players complete in a single game instance with a single outcome and rapid changes of [[Tension]]. It is easy to base the uncertainty of the outcome on [[Randomness,]] and many games also use [[Illusion of Influence]] on the [[Randomness]] to increase the players' commitment to the game. Often the modulation of [[Tension]] is achieved by using [[Hovering Closures]] for the [[Delayed Effect]] of the one basic action. For example, slot machines do not display the outcome right away, but reveal the slots one by one after the player has started the slots.", @@ -39,53 +41,45 @@ }, "examples": [ "most gambling games have game instances, which are short, often consisting of just one action with an uncertain outcome. In Roulette the players can only place their bets on different combinations of numbers and colors and then wait for the outcome. Gambling, however, typically relies on the players participation in several of these short game instances in succession.", - "WarioWare, Inc. has over 200 different Quick Games organized in themed groups. Almost all the games use just one basic action and one simple goal. The time it takes to complete one game is usually less than five seconds. One of the main charms of WarioWare, Inc. is that the games of a single theme group are presented to the player in random sequence; the main challenge is often to decipher the basic actions and goals of the games within the five seconds -- and to win!" + "WarioWare, Inc. has over 200 different [[Quick Games]] organized in themed groups. Almost all the games use just one basic action and one simple goal. The time it takes to complete one game is usually less than five seconds. One of the main charms of WarioWare, Inc. is that the games of a single theme group are presented to the player in random sequence; the main challenge is often to decipher the basic actions and goals of the games within the five seconds -- and to win!" ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Betting", + "file": "Betting" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Polyathlons", + "file": "Polyathlons" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { "name": "Time Limits", "file": "TimeLimits" }, { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Quick Games", - "file": "QuickGames" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Betting", - "file": "Betting" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Randomness", + "file": "Randomness" }, { "name": "Hovering Closures", @@ -96,24 +90,28 @@ "file": "DelayedEffects" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Tension", + "file": "Tension" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Turn Taking", + "file": "TurnTaking" + }, + { + "name": "Tournaments", + "file": "Tournaments" } ], "pattern_id": "QuickGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "QuickGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Race.json b/Race.json index f5c60ca94ed30e93caed31583d2d42dd51825d9e..e14e51911672eec620bd4d89f9cc114fa5d62251 100644 --- a/Race.json +++ b/Race.json @@ -3,7 +3,11 @@ "description": "The competition between players to be the first to reach a certain goal, often being the first to a certain location following an approved route.", "content": [ "In the context of classical board games, David Parlett [Parlett99] classifies [[Race]] s as being games concerned with being the first to get all pieces back home by traversing a linear track in as few turns as possible, using Ludo and Backgammon as examples. Modern board games, for example RoboRally, show examples of how [[Races]] can be expanded to include free movement on two-dimensional game areas. Computer-based racing games such as F-Zero GX or Mario Kart Double Dash!! allow players freedom of movement along the width of the track, and sometimes divide the track into several different tracks that offer different difficulties and advantages.", - "Although the most common type of [[Race]] is the one where players try to reach a specific location or place by moving, a [[Race]] does not need to depend on a spatial goal. Other possibilities include being the first to gain a competence or arranging game elements in a certain order. More generally in a [[Race]], the players try to reach, or achieve, a certain game state before other players." + "Although the most common type of [[Race]] is the one where players try to reach a specific location or place by moving, a [[Race]] does not need to depend on a spatial goal. Other possibilities include being the first to gain a competence or arranging game elements in a certain order. More generally in a [[Race]], the players try to reach, or achieve, a certain game state before other players.", + "Example: In [[Race]] s using a linear track, 100 meter dash for example, these winning conditions of the race are easy to describe: the goal game state is to be the first person to physically pass a certain distance marker, and this is to be achieved by running.", + "Example: The winning condition in Pig (a simple dice game) is to be the first one to [[Score]] a predefined amount of points.", + "Example: The collectable card game ShadowRun uses points; each successfully completed mission gives players points, the number depending on the difficulty level of the mission.", + "Example: Golf can be seen as a kind of [[Race]]. The players try to go through the track in as little game time as possible (bearing in mind that game time in Golf is measured by the amount of strokes)." ], "using_the_pattern": [ "[[Race]] is a high-level goal that always requires the use of underlying goals to fill in the details of exactly what game state the players are trying to achieve and how the players can proceed to that game state. The most direct type of underlying goal for [[Race]] is [[Traverse]], which is the traditional form of a [[Race]], but by using [[Score]], most forms of subgoals can be used to form [[Races]]. When several people can complete [[Gain Competence]] goals or have [[Excluding Goals]] that can be fulfilled at certain locations, this can take the form of a [[Race]] that is a [[Supporting Goal]]. Players starting with [[Shared Resources]] with players can exploit to gain [[Individual Rewards]] for [[Races]] between the players, for example, claiming [[Area Control]] of a previously unclaimed area through [[Exploration]].", @@ -54,124 +58,120 @@ "Potentially conflicting with": [] }, "examples": [ - "In Race s using a linear track, 100 meter dash for example, these winning conditions of the race are easy to describe: the goal game state is to be the first person to physically pass a certain distance marker, and this is to be achieved by running.", - "The winning condition in Pig (a simple dice game) is to be the first one to Score a predefined amount of points.", + "In [[Race]] s using a linear track, 100 meter dash for example, these winning conditions of the race are easy to describe: the goal game state is to be the first person to physically pass a certain distance marker, and this is to be achieved by running.", + "The winning condition in Pig (a simple dice game) is to be the first one to [[Score]] a predefined amount of points.", "The collectable card game ShadowRun uses points; each successfully completed mission gives players points, the number depending on the difficulty level of the mission.", - "Golf can be seen as a kind of Race. The players try to go through the track in as little game time as possible (bearing in mind that game time in Golf is measured by the amount of strokes)." + "Golf can be seen as a kind of [[Race]]. The players try to go through the track in as little game time as possible (bearing in mind that game time in Golf is measured by the amount of strokes)." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Exploration", + "file": "Exploration" + }, + { + "name": "Score", + "file": "Score" }, { "name": "Ghosts", "file": "Ghosts" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Movement", + "file": "Movement" }, { "name": "Competition", "file": "Competition" }, { - "name": "Movement", - "file": "Movement" - }, - { - "name": "Conflict", - "file": "Conflict" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Individual Rewards", "file": "IndividualRewards" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, - { - "name": "Race", - "file": "Race" - }, { "name": "Status Indicators", "file": "StatusIndicators" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Score", - "file": "Score" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "Race", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780308", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Race.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Randomness.json b/Randomness.json index 378839109b101abfaa98c3432961e822d80e8b06..df134d35e8e737dc599957ed428d09bf68242a7a 100644 --- a/Randomness.json +++ b/Randomness.json @@ -2,7 +2,9 @@ "pattern_name": "Randomness", "description": "Effects or events in the game cannot be exactly predicted.", "content": [ - "[[Randomness]] is the process of making effects and events unpredictable in games. It does not necessarily make games totally unpredictable, as the [[Randomness]] usually has a structure where players can know the chances for certain effects and events." + "[[Randomness]] is the process of making effects and events unpredictable in games. It does not necessarily make games totally unpredictable, as the [[Randomness]] usually has a structure where players can know the chances for certain effects and events.", + "Example: Very few card games do not randomize the cards by shuffling them before giving the players their cards. Not doing so would ruin nearly all games, and especially games that include [[Betting]].", + "Example: Many roleplaying games use random encounters to spice up the [[Game World]] and give the players the impression that there is more to the [[Game World]] than they experience." ], "using_the_pattern": [ "[[Randomness]] can be introduced into games to lessen [[Predictable Consequences]] and give players [[Limited Foresight]] and [[Limited Planning Abilities]]. This is usually done for two reasons: either to simulate events in the real world that are chaotic and unpredictable or to generate essential [[Asymmetric Resource Distribution]] or [[Imperfect Information]] in the games.", @@ -66,162 +68,158 @@ ] }, "examples": [ - "Very few card games do not randomize the cards by shuffling them before giving the players their cards. Not doing so would ruin nearly all games, and especially games that include Betting.", - "Many roleplaying games use random encounters to spice up the Game World and give the players the impression that there is more to the Game World than they experience." + "Very few card games do not randomize the cards by shuffling them before giving the players their cards. Not doing so would ruin nearly all games, and especially games that include [[Betting]].", + "Many roleplaying games use random encounters to spice up the [[Game World]] and give the players the impression that there is more to the [[Game World]] than they experience." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Betting", - "file": "Betting" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Luck", - "file": "Luck" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Combat", + "file": "Combat" }, { "name": "Paper-Rock-Scissors", "file": "Paper-Rock-Scissors" }, + { + "name": "Narrative Structures", + "file": "NarrativeStructures" + }, { "name": "Memorizing", "file": "Memorizing" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" + }, + { + "name": "Tension", + "file": "Tension" }, { "name": "Perfect Information", "file": "PerfectInformation" }, { - "name": "Characters", - "file": "Characters" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Skills", "file": "Skills" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Tension", - "file": "Tension" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Drawing Stacks", + "file": "DrawingStacks" }, { - "name": "Cards", - "file": "Cards" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Dice", - "file": "Dice" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Dice", + "file": "Dice" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Characters", + "file": "Characters" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Betting", + "file": "Betting" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Damage", "file": "Damage" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" - }, - { - "name": "Combat", - "file": "Combat" + "name": "Luck", + "file": "Luck" }, { - "name": "Drawing Stacks", - "file": "DrawingStacks" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { "name": "Non-Renewable Resources", "file": "Non-RenewableResources" }, { - "name": "Game Mastery", - "file": "GameMastery" - }, - { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Cards", + "file": "Cards" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "Randomness", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Randomness.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Real-TimeGames.json b/Real-TimeGames.json index 88690d0eb12838b1ea68c779edf72db0728c1702..4780696f4fad500142b83231de012373651802d2 100644 --- a/Real-TimeGames.json +++ b/Real-TimeGames.json @@ -2,7 +2,9 @@ "pattern_name": "Real-Time Games", "description": "The progression of game time during play is tied to the real time.", "content": [ - "[[Real-Time Games]] do not require player actions to change the game state, as the game system can make these changes based on real time. In one sense, all [[Real-Time Games]] are self-running simulations in which the players may participate. Some games offer the players a possibility to pause the game or otherwise modify the pace of the game time." + "[[Real-Time Games]] do not require player actions to change the game state, as the game system can make these changes based on real time. In one sense, all [[Real-Time Games]] are self-running simulations in which the players may participate. Some games offer the players a possibility to pause the game or otherwise modify the pace of the game time.", + "Example: Most arcade games are based on the players being bombarded by hectic and constant challenges from the game system. The gameplay requires constant attention to what is happening in the game. Space Invaders and other shoot-'em-ups challenge the players with ever-increasing waves of attacking enemies, which the players have to destroy.", + "Example: Real-time strategy games, such as those in the WarCraft and StarCraft series, modify the usually slow pace of strategy games by making the game system continue without player interaction." ], "using_the_pattern": [ "If the players are provided with [[Communication Channels]] for [[Social Interaction]] and the gameplay itself would benefit from communication between the players, it is important to consider the characteristics of the [[Communication Channels]] to appropriately map the pace of required [[Social Interaction]] to the pace of the game itself. For example, text chatting in fast team-oriented first-person shooters is not necessarily the preferred communication method for the players.", @@ -63,124 +65,124 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Combat", + "file": "Combat" }, { - "name": "Timing", - "file": "Timing" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Timing", + "file": "Timing" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { "name": "Capture", "file": "Capture" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Combat", - "file": "Combat" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "Real-TimeGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Real-TimeGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ReconfigurableGameWorld.json b/ReconfigurableGameWorld.json index f1ce02bdd252b7aee24243269359e50c69403e90..c810c54454ed2079aa8c14d7772103b227320eef 100644 --- a/ReconfigurableGameWorld.json +++ b/ReconfigurableGameWorld.json @@ -2,7 +2,10 @@ "pattern_name": "Reconfigurable Game World", "description": "The player can reconfigure the game world itself, including the basic relationships and attributes of the game elements and the rules governing the dynamics of these relationships.", "content": [ - "The reconfiguration may happen between game instances to create variation from instance to instance or within a game instance as part of the events and actions the players have to consider. Three main ways of reconfiguring the [[Game World]] are possible: changing the spatial setting, modifying basic attributes of the game elements, and modifying the rules and equations that govern the changes in game element relationships. The last one, modifying the rules of the game, usually concerns changes of the rules, which resemble the laws of nature in the [[Game World]], such as making changes to the gravitational pull in flight simulators." + "The reconfiguration may happen between game instances to create variation from instance to instance or within a game instance as part of the events and actions the players have to consider. Three main ways of reconfiguring the [[Game World]] are possible: changing the spatial setting, modifying basic attributes of the game elements, and modifying the rules and equations that govern the changes in game element relationships. The last one, modifying the rules of the game, usually concerns changes of the rules, which resemble the laws of nature in the [[Game World]], such as making changes to the gravitational pull in flight simulators.", + "Example: The board game Space Hulk contains a number of corridors and rooms that are set up in different configurations to allow a number of different scenarios.", + "Example: The mods that can be added in different combinations to Unreal Tournament allow the players to select how the laws of nature function in particular game instances.", + "Example: Games that allow the players to select different difficulty levels for each game instance." ], "using_the_pattern": [ "The first requirement is that the game have a [[Game World]] that can be configured. The next main design choice is whether the world will be reconfigurable between or within game instances, or in a combination of both. In some cases, the reconfigurations might be different for different players, for example, the more inexperienced players in strategy games can be given [[Handicaps]] by having units with better attack and defense powers than the opponents. The third design choice is if the reconfiguration is done by game rules or if the [[Game World]] is a [[Player Constructed World]].", @@ -43,52 +46,52 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Handicaps", - "file": "Handicaps" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Memorizing", + "file": "Memorizing" }, { "name": "Tiles", "file": "Tiles" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" - }, - { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Replayability", "file": "Replayability" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "ReconfigurableGameWorld", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ReconfigurableGameWorld.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Reconnaissance.json b/Reconnaissance.json index 2359b911795dda39da2e5e579e7431e27e22dcd2..2a66cdf8fe4e72b4b68c78523ab63bfdeb4d1017 100644 --- a/Reconnaissance.json +++ b/Reconnaissance.json @@ -2,7 +2,9 @@ "pattern_name": "Reconnaissance", "description": "Patrolling a known area in the game world to detect changes.", "content": [ - "The goal in [[Reconnaissance]] is to get more information about changes happening, or having happened, in a specific place or area. This forces the players to collect information of the whereabouts of the enemy by moving units in the area. Often the game provides special units for this purpose with fast movement and possibility to notices enemy units as longer distances." + "The goal in [[Reconnaissance]] is to get more information about changes happening, or having happened, in a specific place or area. This forces the players to collect information of the whereabouts of the enemy by moving units in the area. Often the game provides special units for this purpose with fast movement and possibility to notices enemy units as longer distances.", + "Example: Typical examples of the pattern can be found in strategy games where the units have information only about the other units near them. For instance, Sid Meier's Civilization require player to continue moving their units within already explored areas since the movement of enemy units are not detected unless they are near a unit or a city.", + "Example: In the board game Space Hulk, the player playing space marines can detect the presences and location of the enemy genestealers in the spaceship but not there exact number, which may make [[Reconnaissance]] missions necessary to find where enemy buildups are taking place." ], "using_the_pattern": [ "The possible reasons for [[Reconnaissance]] goals are many: locating [[Enemies]] that move and are not on [[Game State Overviews]]; finding [[Renewable Resources]] that would otherwise be [[Secret Resources]] due to bad or non-existent [[Game State Overviews]], maintaining [[Area Control]] over areas that are too large to completely watch from one positions; or to do [[Attention Swapping]] between different areas of gameplay.", @@ -46,33 +48,41 @@ }, "examples": [ "Typical examples of the pattern can be found in strategy games where the units have information only about the other units near them. For instance, Sid Meier's Civilization require player to continue moving their units within already explored areas since the movement of enemy units are not detected unless they are near a unit or a city.", - "In the board game Space Hulk, the player playing space marines can detect the presences and location of the enemy genestealers in the spaceship but not there exact number, which may make Reconnaissance missions necessary to find where enemy buildups are taking place." + "In the board game Space Hulk, the player playing space marines can detect the presences and location of the enemy genestealers in the spaceship but not there exact number, which may make [[Reconnaissance]] missions necessary to find where enemy buildups are taking place." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Enemies", - "file": "Enemies" - }, { "name": "Guard", "file": "Guard" }, - { - "name": "Renewable Resources", - "file": "RenewableResources" - }, { "name": "Traverse", "file": "Traverse" }, + { + "name": "Enemies", + "file": "Enemies" + }, + { + "name": "Fog of War", + "file": "FogofWar" + }, { "name": "Stealth", "file": "Stealth" }, { - "name": "Traces", - "file": "Traces" + "name": "Renewable Resources", + "file": "RenewableResources" + }, + { + "name": "Gain Information", + "file": "GainInformation" + }, + { + "name": "Area Control", + "file": "AreaControl" }, { "name": "Deadly Traps", @@ -86,49 +96,37 @@ "name": "Alarms", "file": "Alarms" }, - { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" - }, - { - "name": "Attention Swapping", - "file": "AttentionSwapping" - }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" - }, - { - "name": "Fog of War", - "file": "FogofWar" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Traces", + "file": "Traces" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Secret Resources", + "file": "SecretResources" } ], "pattern_id": "Reconnaissance", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780350", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Reconnaissance.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/RedHerrings.json b/RedHerrings.json index 6a5881e0abdf7a256c2539ba6eaeba608b554abe..eaa9a3f1bc51543762e8d44aac18b639a3650680 100644 --- a/RedHerrings.json +++ b/RedHerrings.json @@ -2,7 +2,10 @@ "pattern_name": "Red Herrings", "description": "Information or potential goals that are designed to either mislead or distract the player", "content": [ - "[[Red Herrings]] can be deliberately designed into the game to provide alternative gameplay paths as distractions to the players. Some games, especially strategy games, also give players themselves the possibility to create [[Red Herrings]] as decoys in order to distract or deceive other players. In these cases [[Red Herrings]] are used as parts of players' tactics and strategies." + "[[Red Herrings]] can be deliberately designed into the game to provide alternative gameplay paths as distractions to the players. Some games, especially strategy games, also give players themselves the possibility to create [[Red Herrings]] as decoys in order to distract or deceive other players. In these cases [[Red Herrings]] are used as parts of players' tactics and strategies.", + "Example: the player in Medieval: Total War can set up some of the units as decoys in order to lure other players' units into positions where they are vulnerable to surprise attacks. One common tactic is to hide the archers and cavalry on hills covered by trees and use peasant units to lure the opposing cavalry to charge into a position where archers can volley them down while the player's own cavalry charges downhill to outflank the enemy units.", + "Example: adventure and roleplaying, especially those with mystery elements, use [[Red Herrings]] to give players false clues to make progress more difficult and at the same time more interesting.", + "Example: random wandering monsters in many roleplaying games can distract and in some cases also mislead players." ], "using_the_pattern": [ "Games with [[Narrative Structures]] often use [[Red Herrings]] to raise the uncertainty of the progression of the narrative and also to create [[Surprises]]. [[Clues]], [[Traces]], and especially [[Helpers]] can be used as [[Red Herrings]] in a game to mislead players. The use of [[Helpers]] is one way to provide misleading [[Indirect Information]] to players. The other way, naturally, is to let the other players provide [[Red Herrings]] in the game. These can be in the form of decoys to help [[Conceal]] goals, but can also be [[Indirect Information]] provided during [[Social Interaction]]. For [[Red Herrings]] to work properly almost always require [[Imperfect Information]] or [[Fog of War]]. It is possible, however, to use decoys as [[Red Herrings]] in games of total [[Perfect Information]] to give false impressions to other players about a player's true intentions in the game. The same applies to the use of [[Direct Information]]: perhaps the only possible way to use it with [[Red Herrings]] is to have decoys." @@ -45,90 +48,86 @@ }, "examples": [ "the player in Medieval: Total War can set up some of the units as decoys in order to lure other players' units into positions where they are vulnerable to surprise attacks. One common tactic is to hide the archers and cavalry on hills covered by trees and use peasant units to lure the opposing cavalry to charge into a position where archers can volley them down while the player's own cavalry charges downhill to outflank the enemy units.", - "adventure and roleplaying, especially those with mystery elements, use Red Herrings to give players false clues to make progress more difficult and at the same time more interesting.", + "adventure and roleplaying, especially those with mystery elements, use [[Red Herrings]] to give players false clues to make progress more difficult and at the same time more interesting.", "random wandering monsters in many roleplaying games can distract and in some cases also mislead players." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Perfect Information", - "file": "PerfectInformation" - }, - { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Traces", - "file": "Traces" + "name": "Conceal", + "file": "Conceal" }, { "name": "Helpers", "file": "Helpers" }, { - "name": "Clues", - "file": "Clues" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Tension", - "file": "Tension" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Tension", + "file": "Tension" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Traces", + "file": "Traces" }, { - "name": "Indirect Information", - "file": "IndirectInformation" + "name": "Perfect Information", + "file": "PerfectInformation" + }, + { + "name": "Clues", + "file": "Clues" } ], "pattern_id": "RedHerrings", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "RedHerrings.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/RedQueenDilemmas.json b/RedQueenDilemmas.json index d0f300acc2f0e0844cde191c15c324fad7437464..14fff8d18a623319fa1c27531421a828219b9ad8 100644 --- a/RedQueenDilemmas.json +++ b/RedQueenDilemmas.json @@ -2,7 +2,9 @@ "pattern_name": "Red Queen Dilemmas", "description": "Players have to constantly progress in the game in order to maintain a relative level of power or success compared to other players.", "content": [ - "[[Red Queen Dilemmas]] are the dilemmas of having to become better or more powerful in games simply to maintain the same level of influence in the game. The cause of the dilemma can either be that players benefit from gaining advantages and thereby force other players to do the same or that the difficulty of the game increases and thereby requires players to become better to have the same chance of succeeding as before. The name [[Red Queen Dilemma]] comes from Lewis Carroll's \"Through the Looking Glass\" where Alice meets the Red Queen who has to constantly run in order to stay in one place. The term was later borrowed to evolution theories where it describes the state where the species have to constantly get better in absolute terms to maintain their relative status compared to the other species the same." + "[[Red Queen Dilemmas]] are the dilemmas of having to become better or more powerful in games simply to maintain the same level of influence in the game. The cause of the dilemma can either be that players benefit from gaining advantages and thereby force other players to do the same or that the difficulty of the game increases and thereby requires players to become better to have the same chance of succeeding as before. The name [[Red Queen Dilemma]] comes from Lewis Carroll's \"Through the Looking Glass\" where Alice meets the Red Queen who has to constantly run in order to stay in one place. The term was later borrowed to evolution theories where it describes the state where the species have to constantly get better in absolute terms to maintain their relative status compared to the other species the same.", + "Example: treadmilling in MMORPGs is a common instance of [[Red Queen Dilemma]]: the players have to perform monotonous tasks almost constantly in order to gain more experience points or otherwise advance their characters in the game. The major motive for doing treadmilling, even if it can be boring, is to keep the relative status in the game the same or higher compared to those of fellow players.", + "Example: in Monopoly the players are almost forced to stay at the same pace as the leading player in order to have any chance to succeed in the later game." ], "using_the_pattern": [ "[[Red Queen Dilemmas]] are a kind of [[Investments]] that players constantly have to spend [[Resources]] or efforts on in order to maintain the same [[Perceived Chance to Succeed]] and the same level of [[Empowerment]]. Games with [[Red Queen Dilemma]] put players are in [[Competition]] with each other even though this might not be explicit in the game itself and players might not even perceive the situation as such. [[Red Queen Dilemma]] situations can at the same time maintain [[Player Balance]] but at the cost of sometimes causing even anxiety to the players. The player who drops out from the [[Red Queen Dilemma]] perceives the situation as disruption of [[Player Balance]]." @@ -37,70 +39,66 @@ ] }, "examples": [ - "treadmilling in MMORPGs is a common instance of Red Queen Dilemma: the players have to perform monotonous tasks almost constantly in order to gain more experience points or otherwise advance their characters in the game. The major motive for doing treadmilling, even if it can be boring, is to keep the relative status in the game the same or higher compared to those of fellow players.", + "treadmilling in MMORPGs is a common instance of [[Red Queen Dilemma]]: the players have to perform monotonous tasks almost constantly in order to gain more experience points or otherwise advance their characters in the game. The major motive for doing treadmilling, even if it can be boring, is to keep the relative status in the game the same or higher compared to those of fellow players.", "in Monopoly the players are almost forced to stay at the same pace as the leading player in order to have any chance to succeed in the later game." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Red Queen Dilemma", - "file": "RedQueenDilemmas" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Empowerment", + "file": "Empowerment" }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Resources", - "file": "Resources" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Competition", - "file": "Competition" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Competition", + "file": "Competition" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Resources", + "file": "Resources" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Rewards", + "file": "Rewards" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "RedQueenDilemmas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "RedQueenDilemmas.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/RenewableResources.json b/RenewableResources.json index ec8d264f20a5423129ee5d2f2a31c2e2b46f9ac5..550a85507bfd7c964c66990a0c8d9fa3c70c5e48 100644 --- a/RenewableResources.json +++ b/RenewableResources.json @@ -2,7 +2,10 @@ "pattern_name": "Renewable Resources", "description": "A type of resource of which more instances can be generated during game play.", "content": [ - "Resources that players use in games but which may be replenished by regaining the original resources or receiving replacements are [[Renewable Resources]]. [[Renewable Resources]] can exist in several levels in the same game: A kind of resource that from the players' point of view feels renewable might not be renewable from the game system point of view, i. e. there is a may be a hidden limit on the availability of the resources in the game system." + "Resources that players use in games but which may be replenished by regaining the original resources or receiving replacements are [[Renewable Resources]]. [[Renewable Resources]] can exist in several levels in the same game: A kind of resource that from the players' point of view feels renewable might not be renewable from the game system point of view, i. e. there is a may be a hidden limit on the availability of the resources in the game system.", + "Example: the players can renew their health by picking up health packs in Quake. In deathmatch versions these health packs are also regenerated in specific points after a certain time.", + "Example: in most arcade games the players receive new lives when they reach certain scores.", + "Example: the basic resources in Age of Empires are renewable from the players' point of view, at least in the start of the scenario, but there is only a certain amount of these resources available during the whole scenario." ], "using_the_pattern": [ "[[Renewable Resources]] are created through use of [[Chargers]], [[Converters]] and [[Closed Economies]] and can be modulated by the placement of [[Resource Generators]], and [[Time Limits]] between when [[Resources]] can be renewed. In the case of [[Converters]] the resources may not be renewable from a game system perspective but may be so through the players' perspectives, since [[Closed Economies]] and [[Resource Generators]] can guarantee [[Renewable Resources]] even if players may not be aware of the possibility to replenish used [[Resources]]. Similarly, the number of [[Pick-Ups]] and the effect of [[Chargers]] may be limited in the game but can appear to provide [[Renewable Resources]] from the players' perspective.", @@ -64,120 +67,120 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Units", + "file": "Units" + }, + { + "name": "Closed Economies", + "file": "ClosedEconomies" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Controllers", + "file": "Controllers" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Converters", - "file": "Converters" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Characters", - "file": "Characters" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Resources", + "file": "Resources" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Units", - "file": "Units" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Damage", - "file": "Damage" + "name": "Converters", + "file": "Converters" }, { - "name": "Lives", - "file": "Lives" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Lives", + "file": "Lives" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Characters", + "file": "Characters" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Resources", - "file": "Resources" + "name": "Damage", + "file": "Damage" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Producers", "file": "Producers" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" - }, - { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" } ], "pattern_id": "RenewableResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "RenewableResources.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Replayability.json b/Replayability.json index 76746fff31f3114c9e670afc3496a402ac553046..2316404d6d04c37c40fe1d81bb631d3dc9d3d004 100644 --- a/Replayability.json +++ b/Replayability.json @@ -2,7 +2,9 @@ "pattern_name": "Replayability", "description": "The level to which a game provides new challenges or experiences when played again.", "content": [ - "Many games are designed to be played many times. In order for these to be interesting, the game must offer new challenges to players or give players new experiences that are perceived as entertaining enough to merit continued playing. The degree to which a game provides these incentives determines its level of [[Replayability]]." + "Many games are designed to be played many times. In order for these to be interesting, the game must offer new challenges to players or give players new experiences that are perceived as entertaining enough to merit continued playing. The degree to which a game provides these incentives determines its level of [[Replayability]].", + "Example: Chess and Go have so many possible outcomes that players have very little chance of ever playing two games that are exactly the same. This means that every game session will have new challenges in which players can test their skills.", + "Example: The multiplayer first-person shooters Team Fortress Classic and Return to Castle Wolfenstein and the Battlefield series allow players to choose a character class to play. This gives them special abilities, which means that beyond the normal differences in gameplay due to varieties in players and levels, players also have different possibilities of what to do and have different roles in their teams." ], "using_the_pattern": [ "[[Replayability]] can be achieved by letting the challenges differ between game instances, by letting challenges be solved in several different ways, or by letting players compare results between games through [[Trans-Game Information]].", @@ -65,128 +67,128 @@ "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Score", + "file": "Score" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Memorizing", "file": "Memorizing" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" - }, - { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Tension", "file": "Tension" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Reversability", "file": "Reversability" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" - }, - { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Easter Eggs", + "file": "EasterEggs" }, { "name": "Near Miss Indicators", "file": "NearMissIndicators" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Tournaments", + "file": "Tournaments" }, { "name": "Optional Goals", "file": "OptionalGoals" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Score", - "file": "Score" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "High Score Lists", + "file": "HighScoreLists" + }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Conceal", "file": "Conceal" + }, + { + "name": "Surprises", + "file": "Surprises" + }, + { + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" + }, + { + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Replayability", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Replayability.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Rescue.json b/Rescue.json index 7889e736199198ad04f1f78e574544571fbd2e49..bc758dfc06e9b0521bbff519d0adc50be14f2f0e 100644 --- a/Rescue.json +++ b/Rescue.json @@ -2,7 +2,9 @@ "pattern_name": "Rescue", "description": "Rescue is the goal of freeing someone or something that is guarded.", "content": [ - "A common plot in games is that an opponent has captured or imprisoned a character that players' characters know or care about. This gives the players a [[Rescue]] goal, which may consist of finding the location of the kidnapped character as well as Overcoming or avoiding the obstacles and enemies on the way there. Games using [[Rescue]] as the main goal often have the opponent as the final enemy that has to be defeated before completing the goal." + "A common plot in games is that an opponent has captured or imprisoned a character that players' characters know or care about. This gives the players a [[Rescue]] goal, which may consist of finding the location of the kidnapped character as well as Overcoming or avoiding the obstacles and enemies on the way there. Games using [[Rescue]] as the main goal often have the opponent as the final enemy that has to be defeated before completing the goal.", + "Example: Donkey Kong has as an over-arching goal for Marioto [[Rescue]] the girl that has been kidnapped by the gorilla with the same name as the game.", + "Example: Some missions in Counter-Strike involve scientists that the terrorists have to [[Guard]] and the counter-terrorist Team tries to free and lead to a safe zone." ], "using_the_pattern": [ "A [[Rescue]] goal can be designed as either explicit goals to [[Overcome]] some [[Guards]] or to use [[Stealth]] to avoid being detected, or a combination of both, possibly allowing players the [[Freedom of Choice]] between the two. In the latter case, [[Rescue]] goals provide the possibility of several subgoals: [[Stealth]] goals to enter areas without detection and [[Gain Information]] goals to learn the layout and positions of [[Guards]], [[Alarms]], and [[Deadly Traps]]. Games using [[Rescue]] as the main goal often have the character responsible for the kidnapping as a [[Boss Monster]] that has to be defeated before completing the goal.", @@ -35,74 +37,70 @@ "Potentially conflicting with": [] }, "examples": [ - "Donkey Kong has as an over-arching goal for Marioto Rescue the girl that has been kidnapped by the gorilla with the same name as the game.", - "Some missions in Counter-Strike involve scientists that the terrorists have to Guard and the counter-terrorist Team tries to free and lead to a safe zone." + "Donkey Kong has as an over-arching goal for Marioto [[Rescue]] the girl that has been kidnapped by the gorilla with the same name as the game.", + "Some missions in Counter-Strike involve scientists that the terrorists have to [[Guard]] and the counter-terrorist Team tries to free and lead to a safe zone." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Safe Havens", - "file": "SafeHavens" - }, { "name": "Guard", "file": "Guard" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Obstacles", + "file": "Obstacles" }, { "name": "Ownership", "file": "Ownership" }, { - "name": "Rescue", - "file": "Rescue" - }, - { - "name": "Obstacles", - "file": "Obstacles" + "name": "Boss Monsters", + "file": "BossMonsters" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { "name": "Preventing Goals", "file": "PreventingGoals" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Stealth", + "file": "Stealth" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Alarms", - "file": "Alarms" - }, - { - "name": "Boss Monsters", - "file": "BossMonsters" + "name": "Conflict", + "file": "Conflict" }, { "name": "Overcome", "file": "Overcome" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Goal Points", + "file": "GoalPoints" + }, + { + "name": "Safe Havens", + "file": "SafeHavens" + }, + { + "name": "Alarms", + "file": "Alarms" } ], "pattern_id": "Rescue", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780283", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Rescue.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ResourceGenerators.json b/ResourceGenerators.json index e06945d7588718474342e643502381bd387f29c6..88372a847981d86798e749ad79da9462da207500 100644 --- a/ResourceGenerators.json +++ b/ResourceGenerators.json @@ -2,7 +2,9 @@ "pattern_name": "Resource Generators", "description": "Resource Generators are specific places or game elements producing resources, in effect tying the production of resources in the game to a particular place in the game world.", "content": [ - "Games that have resources appear during gameplay usually have specific areas where these resources appear or specific game elements that produce the resources. Both the areas and the producing game elements are [[Resource Generators]]." + "Games that have resources appear during gameplay usually have specific areas where these resources appear or specific game elements that produce the resources. Both the areas and the producing game elements are [[Resource Generators]].", + "Example: The place where the bonus items appear in Pac-Man.", + "Example: WarCraft, as well asmany other real-time strategy games, have specific locations, such as cities, which generate resources for the player controlling the location." ], "using_the_pattern": [ "The [[Resource Generator]] is an instantiating pattern of the [[Producer]] pattern and as such the concerns which have to be taken into account when instantiating a [[Producer]] are valid also for the [[Resource Generator]]. Many variables need to be decided on when creating a [[Resource Generator]]: What resources are produced? If several are produced, what is the distribution and is it under the player's control? When are the resources produced, and are there any indications when this will occur and can the player modify the production? Are the produced resources [[Pick-Ups]]? Is the [[Resource Generator]] a physical object, and is it moveable or destroyable? If it is not a physical object, is it an [[Outstanding Feature]] in the environment so that it can be observed? Is the resource a [[Limited Resource]], i. e. is a limited amount produced during the game or are the resources available at the start of the game the only resources in the game? Does the generator need other [[Resources]] to produce? Is the generator a [[Charger]] that produces [[Resources]] that are not represented in the game world and only produces them when a player is activating the generator?", @@ -52,24 +54,28 @@ "file": "Controllers" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Mule", + "file": "Mule" }, { - "name": "Trading", - "file": "Trading" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Spawn Points", + "file": "SpawnPoints" + }, + { + "name": "Exploration", + "file": "Exploration" }, { "name": "Eliminate", @@ -80,36 +86,32 @@ "file": "Levels" }, { - "name": "Spawn Points", - "file": "SpawnPoints" - }, - { - "name": "Resources", - "file": "Resources" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Mule", - "file": "Mule" + "name": "Resources", + "file": "Resources" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Trading", + "file": "Trading" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { "name": "Gain Ownership", @@ -119,9 +121,9 @@ "pattern_id": "ResourceGenerators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ResourceGenerators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ResourceLocations.json b/ResourceLocations.json index 7302c936ed32631728777e9c5d40e6e550de58fa..c64c72e993fc8dec08e0bd229542335a84fceff0 100644 --- a/ResourceLocations.json +++ b/ResourceLocations.json @@ -2,7 +2,9 @@ "pattern_name": "Resource Locations", "description": "Resource Locations are the locations where resources are found in the game world.", "content": [ - "Nearly all games with a game world use [[Resource Locations]] in one form or another. These are locations that are known to have resources, although this may vary over gameplay as resources are used or new resources appear." + "Nearly all games with a game world use [[Resource Locations]] in one form or another. These are locations that are known to have resources, although this may vary over gameplay as resources are used or new resources appear.", + "Example: all the places where the pills are located in Pac-Man levels. The more special [[Resource Locations]] are where the power pills are placed and also the location where the bonus items appear.", + "Example: the places where trees, bushes, and mines are located in Age of Empires are [[Resource Locations]] for the basic resources of the game." ], "using_the_pattern": [ "[[Resource Locations]] are required for all [[Resources]] that are not purely abstract. The nature of the [[Resources]], together with the [[Consistent Reality Logic]] of the game, usually limits the possible [[Resource Locations]] for a given [[Resource]]. For example, normal burning torches are not found under water nor do ammunition boxes usually lie around in public places.", @@ -33,42 +35,38 @@ "Potentially conflicting with": [] }, "examples": [ - "all the places where the pills are located in Pac-Man levels. The more special Resource Locations are where the power pills are placed and also the location where the bonus items appear.", - "the places where trees, bushes, and mines are located in Age of Empires are Resource Locations for the basic resources of the game." + "all the places where the pills are located in Pac-Man levels. The more special [[Resource Locations]] are where the power pills are placed and also the location where the bonus items appear.", + "the places where trees, bushes, and mines are located in Age of Empires are [[Resource Locations]] for the basic resources of the game." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Controllers", - "file": "Controllers" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { "name": "Pick-Ups", "file": "Pick-Ups" }, { - "name": "Traces", - "file": "Traces" - }, - { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Controllers", + "file": "Controllers" }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Chargers", + "file": "Chargers" }, { "name": "Strategic Locations", "file": "StrategicLocations" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Traces", + "file": "Traces" }, { "name": "Gain Ownership", @@ -78,9 +76,9 @@ "pattern_id": "ResourceLocations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ResourceLocations.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ResourceManagement.json b/ResourceManagement.json index be58dfdd9bcfdca0661c9ce3961d81e7fb76619d..75f1087fd2d11d546f725eec2684c45269713dfa 100644 --- a/ResourceManagement.json +++ b/ResourceManagement.json @@ -2,7 +2,10 @@ "pattern_name": "Resource Management", "description": "The players have to plan, manage, and control resource flows within the game in order to reach the goals of the game.", "content": [ - "All games where the use of [[Resources]] is not simply used for bookkeeping require players to perform [[Resource Management]]. This includes deciding how to use [[Resources]] to perform different actions and strive towards different goals as well as planning on how to acquire new [[Resources]] and judging which [[Resources]] will be most valuable in the future." + "All games where the use of [[Resources]] is not simply used for bookkeeping require players to perform [[Resource Management]]. This includes deciding how to use [[Resources]] to perform different actions and strive towards different goals as well as planning on how to acquire new [[Resources]] and judging which [[Resources]] will be most valuable in the future.", + "Example: Almost all strategy games, including real-time ones, have a strong [[Resource Management]] component. The final goal is usually just to overcome the opponents by maximizing the use of the [[Resources]] available.", + "Example: Magic: The Gathering, as well as other collectable card games, has [[Resource Management]] in at least three layers. First, when playing a single game instance the cards in the deck selected for the game are the [[Resources]] that have to be managed to overcome the opponents; second, the cards for that deck usually have to be selected from a much larger collection of cards available; and third, managing the whole collection consists of buying new cards, trading cards with other people, and other methods of obtaining the cards. The last layer of [[Resource Management]] often involves the use of extra-game [[Resources]], usually real money.", + "Example: Professional team sports such as Soccer and Ice Hockey have a high level [[Resource Management]] layer for managing the composition of the teams." ], "using_the_pattern": [ "The basic building block for instantiating [[Resource Management]] in the game is to have some sort of [[Limited Resources]], which have a direct impact on the possibilities of reaching the goals of the game through the use of [[Producers]] and [[Consumers]]. In Chess, for example, the players have 16 pieces each at the start, and these are [[Non-Renewable Resources]]. The use of [[Renewable Resources]] as [[Limited Resources]] often creates more complex games, especially when there are [[Producer-Consumer]] chains with [[Converters]] for creating the final [[Resources]] from the basic [[Renewable Resources]]. For example, in Age of Empires, the basic [[Resources]], such as wood and food, first have to be gathered from [[Resource Locations]] back to the stockpiles, the [[Containers]], and then these [[Resources]] can be refined in [[Converters]] to [[Units]]. In some games, the renewal rate of the [[Renewable Resources]] can also be one of the [[Resources]] to be managed.", @@ -53,131 +56,123 @@ ] }, "examples": [ - "Almost all strategy games, including real-time ones, have a strong Resource Management component. The final goal is usually just to overcome the opponents by maximizing the use of the Resources available.", - "Magic: The Gathering, as well as other collectable card games, has Resource Management in at least three layers. First, when playing a single game instance the cards in the deck selected for the game are the Resources that have to be managed to overcome the opponents; second, the cards for that deck usually have to be selected from a much larger collection of cards available; and third, managing the whole collection consists of buying new cards, trading cards with other people, and other methods of obtaining the cards. The last layer of Resource Management often involves the use of extra-game Resources, usually real money.", - "Professional team sports such as Soccer and Ice Hockey have a high level Resource Management layer for managing the composition of the teams." + "Almost all strategy games, including real-time ones, have a strong [[Resource Management]] component. The final goal is usually just to overcome the opponents by maximizing the use of the [[Resources]] available.", + "Magic: The Gathering, as well as other collectable card games, has [[Resource Management]] in at least three layers. First, when playing a single game instance the cards in the deck selected for the game are the [[Resources]] that have to be managed to overcome the opponents; second, the cards for that deck usually have to be selected from a much larger collection of cards available; and third, managing the whole collection consists of buying new cards, trading cards with other people, and other methods of obtaining the cards. The last layer of [[Resource Management]] often involves the use of extra-game [[Resources]], usually real money.", + "Professional team sports such as Soccer and Ice Hockey have a high level [[Resource Management]] layer for managing the composition of the teams." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" - }, - { - "name": "Betting", - "file": "Betting" - }, - { - "name": "Consumers", - "file": "Consumers" - }, - { - "name": "Investments", - "file": "Investments" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Converters", - "file": "Converters" + "name": "Combat", + "file": "Combat" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Units", + "file": "Units" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, - { - "name": "Risk/Reward", - "file": "RiskReward" - }, { "name": "Container", "file": "Container" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Game Mastery", + "file": "GameMastery" }, { "name": "Ownership", "file": "Ownership" }, { - "name": "Units", - "file": "Units" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Investments", + "file": "Investments" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Combat", - "file": "Combat" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Converters", + "file": "Converters" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Resources", - "file": "Resources" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Betting", + "file": "Betting" + }, + { + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { "name": "Producers", "file": "Producers" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" + }, + { + "name": "Team Development", + "file": "TeamDevelopment" } ], "pattern_id": "ResourceManagement", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ResourceManagement.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Resources.json b/Resources.json index 84467eee94f4a7de1f38273c1aff30a3ca9ead06..4b5cfaaa1dfabdfb445d6cf08903e284e09f7cc7 100644 --- a/Resources.json +++ b/Resources.json @@ -2,7 +2,9 @@ "pattern_name": "Resources", "description": "Game elements that are used by players to enable actions in a game.", "content": [ - "[[Resources]] are the representation of a commodity that is used in the game to fund actions or is depleted by other players' actions. The commodity may exist as a physical game element or as a purely virtual one, or change between both. Common [[Resources]] in computer games include health and ammunition in first-person shooters, money and units in real-time strategy games, hit points and mana points in roleplaying games, action points in turn-based games, and players and money in sport management games." + "[[Resources]] are the representation of a commodity that is used in the game to fund actions or is depleted by other players' actions. The commodity may exist as a physical game element or as a purely virtual one, or change between both. Common [[Resources]] in computer games include health and ammunition in first-person shooters, money and units in real-time strategy games, hit points and mana points in roleplaying games, action points in turn-based games, and players and money in sport management games.", + "Example: The board game Space Hulk gives each unit a number of action points at the beginning of a turn. These points are a form of [[Resources]] that pay for the actions of the units.", + "Example: Victoria is an example of a computer game with complex use of resource refinement, for example producing a Tank unit in the game requires the production of the Tank commodity. This commodity, in turn, requires [[Resources]] that are refined from other [[Resources]], et cetera." ], "using_the_pattern": [ "The primary question regarding a [[Resource]] is what it is used for. Generalizing, a [[Resource]] is used to win a comparison with other players in an evaluation function or can sometimes be converted into actions (possibly providing [[Privileged Abilities]]) or other more valuable [[Resources]]. [[Resources]] are typically used or consumed by paying for actions through [[Budgeted Action Points]], becoming part of objects built through [[Construction]] actions, or being destroyed due to [[Damage]]. Other actions that require the use of [[Resources]] are [[Aim & Shoot]] and [[Betting]].", @@ -85,230 +87,226 @@ "Potentially conflicting with": [] }, "examples": [ - "The board game Space Hulk gives each unit a number of action points at the beginning of a turn. These points are a form of Resources that pay for the actions of the units.", - "Victoria is an example of a computer game with complex use of resource refinement, for example producing a Tank unit in the game requires the production of the Tank commodity. This commodity, in turn, requires Resources that are refined from other Resources, et cetera." + "The board game Space Hulk gives each unit a number of action points at the beginning of a turn. These points are a form of [[Resources]] that pay for the actions of the units.", + "Victoria is an example of a computer game with complex use of resource refinement, for example producing a Tank unit in the game requires the production of the Tank commodity. This commodity, in turn, requires [[Resources]] that are refined from other [[Resources]], et cetera." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Collecting", - "file": "Collecting" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Score", + "file": "Score" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Betting", - "file": "Betting" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Investments", - "file": "Investments" + "name": "Units", + "file": "Units" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Container", + "file": "Container" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Characters", - "file": "Characters" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Trading", + "file": "Trading" }, { - "name": "Container", - "file": "Container" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Trading", - "file": "Trading" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Units", - "file": "Units" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Investments", + "file": "Investments" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Damage", - "file": "Damage" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { "name": "Lives", "file": "Lives" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Characters", + "file": "Characters" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Construction", - "file": "Construction" + "name": "Clues", + "file": "Clues" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Betting", + "file": "Betting" }, { - "name": "Clues", - "file": "Clues" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Resources", - "file": "Resources" + "name": "Construction", + "file": "Construction" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Producers", - "file": "Producers" + "name": "Damage", + "file": "Damage" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Score", - "file": "Score" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Producers", + "file": "Producers" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Diminishing Returns", + "file": "DiminishingReturns" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Resources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Resources.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Reversability.json b/Reversability.json index c4f3321903f5b002ceff8b14cc94b40db08bb043..ad3d26a0acdc4085117fd246b1bd9f500ce5d4ff 100644 --- a/Reversability.json +++ b/Reversability.json @@ -2,7 +2,10 @@ "pattern_name": "Reversability", "description": "The possibility of returning to a previous game state of the whole or just parts of the game.", "content": [ - "The [[Reversability]] can be part of the gameplay itself, as is the case with Tag, or that the players can control the reverting back to a previous game state by saving and loading the game states." + "The [[Reversability]] can be part of the gameplay itself, as is the case with Tag, or that the players can control the reverting back to a previous game state by saving and loading the game states.", + "Example: the quick save feature of many first-person shooters is a version of [[Reversability]], which can be in some cases used to \"cheat\" in the game. Before every encounter with the enemy, or even before every action, the players can save the game and if the action or the encounter is not satisfactory they can just quickly load the saved situation and try again.", + "Example: Final Fantasy VII has specific points in the game world where the players can save their game state; in case of failures they can return to these game states. This is a common feature in many other computer and console games with story progression.", + "Example: in Tag the player who is \"it\" can revert to being chased by the new \"it\" when the player catches another player." ], "using_the_pattern": [ "[[Reversability]] of the whole game state is achieved with [[Save-Load Cycles]] where the whole game state is saved for later loading, either automatically or under player control. These player actions are also [[Extra-Game Actions]] even in games where the saving and loading is concealed in the [[Consistent Reality Logic]] of the game. [[Reversability]] can always be done in [[Self-Facilitated Games]] and can be used to give novice players a form of [[Handicap]].", @@ -45,91 +48,87 @@ ] }, "examples": [ - "the quick save feature of many first-person shooters is a version of Reversability, which can be in some cases used to \"cheat\" in the game. Before every encounter with the enemy, or even before every action, the players can save the game and if the action or the encounter is not satisfactory they can just quickly load the saved situation and try again.", + "the quick save feature of many first-person shooters is a version of [[Reversability]], which can be in some cases used to \"cheat\" in the game. Before every encounter with the enemy, or even before every action, the players can save the game and if the action or the encounter is not satisfactory they can just quickly load the saved situation and try again.", "Final Fantasy VII has specific points in the game world where the players can save their game state; in case of failures they can return to these game states. This is a common feature in many other computer and console games with story progression.", "in Tag the player who is \"it\" can revert to being chased by the new \"it\" when the player catches another player." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ + { + "name": "Role Reversal", + "file": "RoleReversal" + }, { "name": "Handicaps", "file": "Handicaps" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Buttons", + "file": "Buttons" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Tension", - "file": "Tension" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" + }, + { + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { "name": "Narrative Structures", "file": "NarrativeStructures" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Experimenting", + "file": "Experimenting" }, { "name": "Closed Economies", "file": "ClosedEconomies" }, { - "name": "Role Reversal", - "file": "RoleReversal" - }, - { - "name": "Buttons", - "file": "Buttons" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Tension", + "file": "Tension" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { "name": "Puzzle Solving", "file": "PuzzleSolving" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Replayability", - "file": "Replayability" } ], "pattern_id": "Reversability", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Reversability.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Rewards.json b/Rewards.json index a41f54523acefcb7d635f4017b5c689088b43253..da9543946e63a1380cbc32a543132a8f9593f30c 100644 --- a/Rewards.json +++ b/Rewards.json @@ -2,7 +2,10 @@ "pattern_name": "Rewards", "description": "The player receives something perceived as positive, or is relieved of a negative effect, for completing goals in the game.", "content": [ - "[[Rewards]] are the positive effects that players hope to get by completing goals. The [[Rewards]] may be changes to the game state or other game related effects that make other goals easier to complete, or may be effects outside the game." + "[[Rewards]] are the positive effects that players hope to get by completing goals. The [[Rewards]] may be changes to the game state or other game related effects that make other goals easier to complete, or may be effects outside the game.", + "Example: Managing to pick a box in Mario Kart Double Dash!! or Monkey Race 2 in Super Monkey Ball 2 give the players the reward of a special power they can active later.", + "Example: [[Betting]] in games is a common form of providing [[Rewards]] outside the game due to what happens in the game. [[Betting]] can be added to all games to add this form of [[Reward]], but some games such as playing on horses consist only of choosing what to bet on.", + "Example: All games that can be won have the main reward of winning the game." ], "using_the_pattern": [ "[[Rewards]] are one of the main ways game designers have to encourage players to do certain actions in a game. However, the players must be aware of the [[Rewards]] for the [[Rewards]] to be able to influence them, and players must feel that the [[Reward]] is purposeful either to advance their chances in the game or give enjoyable [[Extra-Game Consequences]]. For example, it makes little sense to let players know what a [[Reward]] is for an [[Unknown Goal]], or have [[Rewards]] that only support the completion of [[Excluding Goals]].", @@ -90,234 +93,226 @@ }, "examples": [ "Managing to pick a box in Mario Kart Double Dash!! or Monkey Race 2 in Super Monkey Ball 2 give the players the reward of a special power they can active later.", - "Betting in games is a common form of providing Rewards outside the game due to what happens in the game. Betting can be added to all games to add this form of Reward, but some games such as playing on horses consist only of choosing what to bet on.", + "[[Betting]] in games is a common form of providing [[Rewards]] outside the game due to what happens in the game. [[Betting]] can be added to all games to add this form of [[Reward]], but some games such as playing on horses consist only of choosing what to bet on.", "All games that can be won have the main reward of winning the game." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Collecting", - "file": "Collecting" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Betting", - "file": "Betting" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Investments", - "file": "Investments" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Tension", + "file": "Tension" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Characters", - "file": "Characters" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Skills", - "file": "Skills" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Tension", - "file": "Tension" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Combos", - "file": "Combos" + "name": "Ownership", + "file": "Ownership" }, { "name": "Competition", "file": "Competition" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Skills", + "file": "Skills" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Trading", + "file": "Trading" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Individual Rewards", "file": "IndividualRewards" }, { - "name": "Trading", - "file": "Trading" - }, - { - "name": "Ownership", - "file": "Ownership" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Combos", + "file": "Combos" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Investments", + "file": "Investments" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Resources", + "file": "Resources" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Reward", - "file": "Rewards" + "name": "Tools", + "file": "Tools" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Characters", + "file": "Characters" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Betting", + "file": "Betting" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Identification", + "file": "Identification" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Tools", - "file": "Tools" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Identification", - "file": "Identification" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Resources", - "file": "Resources" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "Rewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Rewards.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Rhythm-BasedActions.json b/Rhythm-BasedActions.json index 90ccf0a1944bb7348acc7564507cb88e619a439a..d83afb7f38a045c969414d2acf13f2e438e34f7b 100644 --- a/Rhythm-BasedActions.json +++ b/Rhythm-BasedActions.json @@ -2,7 +2,9 @@ "pattern_name": "Rhythm-Based Actions", "description": "Actions that require players to time their actions several times in a row.", "content": [ - "Real-time games require players to act due to events that occur in the game. When these required actions occur in rhythm, they force players to perform [[Rhythm-Based Actions]], where the timing and stability over time can be just as important as performing the right action." + "Real-time games require players to act due to events that occur in the game. When these required actions occur in rhythm, they force players to perform [[Rhythm-Based Actions]], where the timing and stability over time can be just as important as performing the right action.", + "Example: Pappa the Rapper as well as dancing games such as Dance Dance Revolution require players to hit various buttons in certain combinations while following certain rhythms. Gameplay is eased by having music or songs that have the same rhythm the players must follow.", + "Example: Early sports games such as Decathlon primarily stimulated sports by requiring players to perform long sequences of [[Rhythm-Based Actions]] and judging the outcome from how well the players kept the rhythm." ], "using_the_pattern": [ "[[Rhythm-Based Actions]] are basically sequences of [[Extended Actions]] that require [[Timing]] in [[Real-Time Games]]. Depending on the nature of the actions, feedback to players takes different forms in [[Rhythm-Based Actions]]: where the actions represent dancing and other non-dangerous activities, [[Progress Indicators]] and [[Illusionary Rewards]] usually provide feedback to how well players are executing the actions, but few [[Rewards]] or [[Penalties]] that affect the actual activity are given; where the actions are related to [[Overcome]] goals or [[Combat]] actions such as [[Combos]], failing to keep the rhythm often ends [[Extended Actions]] but has no further [[Penalties]]; and where the [[Rhythm-Based Actions]] have to do with movement-related [[Combos]], the effect of failing to keep the rhythm often means that players have to suffer the [[Penalties]] associated with [[Deadly Traps]].", @@ -42,89 +44,85 @@ }, "examples": [ "Pappa the Rapper as well as dancing games such as Dance Dance Revolution require players to hit various buttons in certain combinations while following certain rhythms. Gameplay is eased by having music or songs that have the same rhythm the players must follow.", - "Early sports games such as Decathlon primarily stimulated sports by requiring players to perform long sequences of Rhythm-Based Actions and judging the outcome from how well the players kept the rhythm." + "Early sports games such as Decathlon primarily stimulated sports by requiring players to perform long sequences of [[Rhythm-Based Actions]] and judging the outcome from how well the players kept the rhythm." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" + }, + { + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "Combos", - "file": "Combos" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Timing", - "file": "Timing" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Timing", + "file": "Timing" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" - }, - { - "name": "Overcome", - "file": "Overcome" - }, - { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Configuration", + "file": "Configuration" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Combos", + "file": "Combos" } ], "pattern_id": "Rhythm-BasedActions", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Rhythm-BasedActions.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/RightLevelofComplexity.json b/RightLevelofComplexity.json index cb2c60741aa613ec5793a68c76b8fabd8808050b..9d1e78d5e18c497fa551dedb23054ca4f3c7f8a0 100644 --- a/RightLevelofComplexity.json +++ b/RightLevelofComplexity.json @@ -2,7 +2,9 @@ "pattern_name": "Right Level of Complexity", "description": "That the level of complexity by the player in the game is the one intended by the game design.", "content": [ - "Games can be complex in many ways: requiring the understanding of many rules, being able to understand the consequences of immediate actions in the long run, or being able to plan many actions ahead. All these forms of complexity in games together give an overall complexity for every game, and for games to offer the right level of challenge---and the right type of challenge---the [[Right Level of Complexity]] needs to be achieved for the intended game design." + "Games can be complex in many ways: requiring the understanding of many rules, being able to understand the consequences of immediate actions in the long run, or being able to plan many actions ahead. All these forms of complexity in games together give an overall complexity for every game, and for games to offer the right level of challenge---and the right type of challenge---the [[Right Level of Complexity]] needs to be achieved for the intended game design.", + "Example: The size of a Go board determines the number of possible combinations that a single game session can take and thereby the complexity of the game.", + "Example: Real-time strategy games and advanced simulations such as Europa Universalis II are only playable because computers can handle the complexity of the rules and interactions between huge amount of game elements. Some also allow players to modify how much complexity they should have to handle by offering ways of automating certain actions." ], "using_the_pattern": [ "The [[Right Level of Complexity]] of a game depends on the intended gameplay style. Games that strive to have [[Cognitive Immersion]] through [[Stimulated Planning]] have higher complexity but also risk [[Analysis Paralysis]]. Games that wish to minimize the risk for [[Downtime]] among players or simply make the game easy to play usually have less complexity, but this may give [[Limited Planning Ability]] if the game also does not provide [[Predictable Consequences]]. The complexity of the game often also affects the influence players can have and thereby the [[Illusion of Influence]] they have. Effects of actions that require a certain level of complexity to be possible at all include [[Experimenting]] and [[Creative Control]].", @@ -62,128 +64,128 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Experimenting", - "file": "Experimenting" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Converters", - "file": "Converters" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Combos", - "file": "Combos" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Combos", + "file": "Combos" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Converters", + "file": "Converters" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "RightLevelofComplexity", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "RightLevelofComplexity.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/RightLevelofDifficulty.json b/RightLevelofDifficulty.json index e272bad81d16bdf74fd92de853d0b784a8f1961a..665b605dcd0613a65d82406948785ee6ef016186 100644 --- a/RightLevelofDifficulty.json +++ b/RightLevelofDifficulty.json @@ -2,7 +2,10 @@ "pattern_name": "Right Level of Difficulty", "description": "That the level of difficulty experienced by the player is the one intended by the game design.", "content": [ - "For the challenges in games to be interesting to players, they need to have the [[Right Level of Difficulty]]. If the challenges are too easy, players may be bored while if they are too difficult, players may give up playing the game." + "For the challenges in games to be interesting to players, they need to have the [[Right Level of Difficulty]]. If the challenges are too easy, players may be bored while if they are too difficult, players may give up playing the game.", + "Example: Go can be played on boards of different sizes; 9x9, 13x13, and 19x19 are the most common. Players can choose the difficulty of a game by choosing the size of the board, as the difficulty (and length) of a game grows with the size of the board.", + "Example: Zelda: The Ocarina of Time starts with easy quests that require mastery of very few actions and pose few threats. As players complete the quests, they move on to more challenging quests, and the game can thereby increase the level of difficulty as players show that they have mastered the current level of difficulty.", + "Example: Adventures that can be bought for many types of tabletop roleplaying games are categorized after which levels the players' characters should have. Although a [[Game Master]] may use any adventure for any group of characters, the [[Right Level of Difficulty]] will most probably only occur if the players have the right levels." ], "using_the_pattern": [ "Although the difficulty of a game is individual to each player, games can be designed so that players can progress according to their own learning curve. Setting the [[Right Level of Difficulty]] in games can either be done by making challenges easier, by making challenges more difficult, or by controlling which challenges players have to meet.", @@ -73,189 +76,181 @@ "examples": [ "Go can be played on boards of different sizes; 9x9, 13x13, and 19x19 are the most common. Players can choose the difficulty of a game by choosing the size of the board, as the difficulty (and length) of a game grows with the size of the board.", "Zelda: The Ocarina of Time starts with easy quests that require mastery of very few actions and pose few threats. As players complete the quests, they move on to more challenging quests, and the game can thereby increase the level of difficulty as players show that they have mastered the current level of difficulty.", - "Adventures that can be bought for many types of tabletop roleplaying games are categorized after which levels the players' characters should have. Although a Game Master may use any adventure for any group of characters, the Right Level of Difficulty will most probably only occur if the players have the right levels." + "Adventures that can be bought for many types of tabletop roleplaying games are categorized after which levels the players' characters should have. Although a [[Game Master]] may use any adventure for any group of characters, the [[Right Level of Difficulty]] will most probably only occur if the players have the right levels." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" - }, - { - "name": "Experimenting", - "file": "Experimenting" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Tension", + "file": "Tension" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Traces", + "file": "Traces" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Skills", - "file": "Skills" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Traces", - "file": "Traces" + "name": "Levels", + "file": "Levels" }, { - "name": "Tension", - "file": "Tension" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Skills", + "file": "Skills" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Levels", - "file": "Levels" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Game Master", - "file": "GameMasters" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Clues", + "file": "Clues" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Clues", - "file": "Clues" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "RightLevelofDifficulty", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "RightLevelofDifficulty.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/RiskReward.json b/RiskReward.json index 4884d772622bdc79aa8e32e5fc0a46cc7b717406..8f931da11bc0bc6059d8b6dcc0140794ba018d3f 100644 --- a/RiskReward.json +++ b/RiskReward.json @@ -2,7 +2,9 @@ "pattern_name": "Risk/Reward", "description": "That the chance for receiving a Reward in the game is linked to some risk of receiving a Penalty if the player fails to acquire the Reward.", "content": [ - "Interesting choices in games must have the potential for both advantageous and disadvantageous effects. Although players do not normally strive to have the disadvantageous effects, these may be unavoidable, and performing the actions at all can depend heavily on the chance of gaining the [[Reward]] and the risk of gaining the [[Penalty]]. This kind of decision-making is based on [[Risk/Reward]] choices." + "Interesting choices in games must have the potential for both advantageous and disadvantageous effects. Although players do not normally strive to have the disadvantageous effects, these may be unavoidable, and performing the actions at all can depend heavily on the chance of gaining the [[Reward]] and the risk of gaining the [[Penalty]]. This kind of decision-making is based on [[Risk/Reward]] choices.", + "Example: Choosing to fold, follow, or raise in Poker is a classic example of [[Risk/Reward]]: what is the chance of winning compared to the size of the pot?", + "Example: Lotteries present simple [[Risk/Reward]] choices where often a small investment gives a small chance of winning a large [[Reward]] but the only risk lies in losing the initial investment. That the sum of small investments are more that the large [[Reward]] seldom discourages players to feel tension or luck influence, and this may be the only way for the players to have any chance of getting the large [[Reward]]." ], "using_the_pattern": [ "[[Risk/Reward]] requires that the game does not have completely [[Predictable Consequences]] regarding a certain part of gameplay. Thus, the prime variables a game designer has when designing [[Risk/Reward]] are the probabilities of getting the reward and receiving the penalty. These, together with the actual [[Penalties]] and [[Rewards]], produce the final basis for players to make choices. The basis can only in rare or simple cases be evaluated regardless of player situation and game context. Note that players may not be in direct control of the actions leading to the [[Rewards]] and [[Penalties]]: letting another player perform actions is a [[Risk/Reward]] choice in itself. [[Meta Games]] can modulate [[Risk/Reward]] choices beyond the current game state, as for example is the effect of introducing [[Betting]] on the outcome of a game.", @@ -78,222 +80,214 @@ ] }, "examples": [ - "Choosing to fold, follow, or raise in Poker is a classic example of Risk/Reward: what is the chance of winning compared to the size of the pot?", - "Lotteries present simple Risk/Reward choices where often a small investment gives a small chance of winning a large Reward but the only risk lies in losing the initial investment. That the sum of small investments are more that the large Reward seldom discourages players to feel tension or luck influence, and this may be the only way for the players to have any chance of getting the large Reward." + "Choosing to fold, follow, or raise in Poker is a classic example of [[Risk/Reward]]: what is the chance of winning compared to the size of the pot?", + "Lotteries present simple [[Risk/Reward]] choices where often a small investment gives a small chance of winning a large [[Reward]] but the only risk lies in losing the initial investment. That the sum of small investments are more that the large [[Reward]] seldom discourages players to feel tension or luck influence, and this may be the only way for the players to have any chance of getting the large [[Reward]]." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Guard", - "file": "Guard" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Betting", - "file": "Betting" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Combat", + "file": "Combat" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Investments", - "file": "Investments" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Tension", + "file": "Tension" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Luck", - "file": "Luck" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { "name": "Skills", "file": "Skills" }, { - "name": "Tension", - "file": "Tension" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Individual Penalties", + "file": "IndividualPenalties" + }, + { + "name": "Limited Resources", + "file": "LimitedResources" }, { "name": "Mule", "file": "Mule" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Spawning", + "file": "Spawning" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Investments", + "file": "Investments" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Betting", + "file": "Betting" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Guard", + "file": "Guard" }, { - "name": "Reward", - "file": "Rewards" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Arithmetic Rewards for Investments", "file": "ArithmeticRewardsforInvestments" }, + { + "name": "Player Killing", + "file": "PlayerKilling" + }, { "name": "Damage", "file": "Damage" }, { - "name": "Combat", - "file": "Combat" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Luck", + "file": "Luck" }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Limited Resources", - "file": "LimitedResources" - }, - { - "name": "Randomness", - "file": "Randomness" - }, - { - "name": "Meta Games", - "file": "MetaGames" - }, - { - "name": "Stealth", - "file": "Stealth" - }, - { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "RiskReward", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "RiskReward.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/RoleReversal.json b/RoleReversal.json index 0e1ebd570e9ce26d84436ba06726a381cd0822b9..c9f26087d3469c99137946fe4e7fc28e4ccea8fb 100644 --- a/RoleReversal.json +++ b/RoleReversal.json @@ -2,7 +2,9 @@ "pattern_name": "Role Reversal", "description": "The shift between two different roles which are each others opposite.", "content": [ - "Many games force players to change game play radically after completing certain goals or after certain events have taken place in the game world. When the change makes the players' roles, at some level, change with their opponents this is called [[Role Reversal]]." + "Many games force players to change game play radically after completing certain goals or after certain events have taken place in the game world. When the change makes the players' roles, at some level, change with their opponents this is called [[Role Reversal]].", + "Example: Hide & Seek can be seen as having two distinct modes of play for each of the activities of hiding and seeking. In this case, one is only allowed to hide oneself once, before the seek phase begins, but games can allow hiding continuously or when certain events take place, e. g. re-hiding a game element after it has been found.", + "Example: when Pac-Man eats a power-pill he can start chasing the ghosts without risk, in effect causing a role reversal between the hunter and the hunted." ], "using_the_pattern": [ "Designing the potential for [[Role Reversal]] events consists of defining a goal with [[Dynamic Goal Characteristics]] that uses a game event to switch between two or more [[Asymmetric Goals]] sets. The main goal can be constructed so that it can be achieved in all roles, e. g. by being able to gain [[Score]] points at all times but through different means, or that only one of the role can complete the goal and that the other roles are a form of [[Penalty]].", @@ -51,84 +53,84 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Risk/Reward", - "file": "RiskReward" - }, - { - "name": "Conflict", - "file": "Conflict" - }, - { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Score", - "file": "Score" + "name": "Penalties", + "file": "Penalties" }, { "name": "Empowerment", "file": "Empowerment" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Ability Losses", + "file": "AbilityLosses" }, { "name": "Reversability", "file": "Reversability" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Score", + "file": "Score" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { "name": "Asymmetric Goals", "file": "AsymmetricGoals" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" + }, + { + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" } ], "pattern_id": "RoleReversal", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "RoleReversal.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Roleplaying.json b/Roleplaying.json index 0a4160f28c95cfc928457d79004460d0ac6465c3..139aa77d47b861dc62d6ad325c22efab8db279bd 100644 --- a/Roleplaying.json +++ b/Roleplaying.json @@ -2,7 +2,9 @@ "pattern_name": "Roleplaying", "description": "Players have characters with at least somewhat fleshed out personalities. The play is centered on making decisions on how these characters would take actions in staged imaginary situations.", "content": [ - "Imaginary situations and the nature of the players' characters in [[Roleplaying]] can be almost anything from Conan-style hack'n'slash fantasy to animals wishing to escape from the zoo to bored housewives in the suburbs. Even though the genre of roleplaying games is more or less centered on fantasy, science fiction, and horror themes, roleplaying in general can take form in any kind of setting." + "Imaginary situations and the nature of the players' characters in [[Roleplaying]] can be almost anything from Conan-style hack'n'slash fantasy to animals wishing to escape from the zoo to bored housewives in the suburbs. Even though the genre of roleplaying games is more or less centered on fantasy, science fiction, and horror themes, roleplaying in general can take form in any kind of setting.", + "Example: Dungeons & Dragons, perhaps the best known tabletop fantasy roleplaying game, is actually a game system that can be used in different [[Game Worlds]]. These [[Game Worlds]] can be totally player-created, but there are also commercial game worlds available. The gameplay is based on the group of players that roleplay members of a party going adventuring in sometimes exquisitely detailed fantasy settings with elaborate plot structures. In Dungeons & Dragons, most often only one of the players is the [[Game Master]] (actually Dungeon Master but [[Game Master]] is the more generic term) who acts as the game facilitator presenting and resolving the imaginary situations to the players. The gameplay is usually almost wholly based on verbal communication between the players and the [[Game Master]]. Rules, resolution tables, and dice are used to resolve the conflict situations, which usually involve combat between players and monsters.", + "Example: In Live Action Roleplaying Games (LARPs) the players act out their characters in real life and not only sit around the table talking to each other. The real world is used as the basis for the setting of the game, and sometimes the players put in countless hours of work to make the settings and their characters fit the theme of the game as well as possible. LARPs, of course depending on the play style, are usually more oriented on acting out the roles of the characters than tabletop roleplaying games, and some play styles are closer to improvisational theater than playing games." ], "using_the_pattern": [ "Two main elements of [[Roleplaying]] games are the players' [[Characters]] and the imaginary [[Game World]], which is often a [[Player Constructed World]] and [[Persistent Game World]]. In immediate [[Social Interaction]] situations, such as in tabletop [[Roleplaying]] games, the [[Game World]] itself is in the players' imagination. These [[Game Worlds]], however, may have extensive amounts of background information available to the players that may include detailed histories, geographies, novels, short stories, campaign settings, and even movies.", @@ -43,90 +45,82 @@ "Potentially conflicting with": [] }, "examples": [ - "Dungeons & Dragons, perhaps the best known tabletop fantasy roleplaying game, is actually a game system that can be used in different Game Worlds. These Game Worlds can be totally player-created, but there are also commercial game worlds available. The gameplay is based on the group of players that roleplay members of a party going adventuring in sometimes exquisitely detailed fantasy settings with elaborate plot structures. In Dungeons & Dragons, most often only one of the players is the Game Master (actually Dungeon Master but Game Master is the more generic term) who acts as the game facilitator presenting and resolving the imaginary situations to the players. The gameplay is usually almost wholly based on verbal communication between the players and the Game Master. Rules, resolution tables, and dice are used to resolve the conflict situations, which usually involve combat between players and monsters.", + "Dungeons & Dragons, perhaps the best known tabletop fantasy roleplaying game, is actually a game system that can be used in different [[Game Worlds]]. These [[Game Worlds]] can be totally player-created, but there are also commercial game worlds available. The gameplay is based on the group of players that roleplay members of a party going adventuring in sometimes exquisitely detailed fantasy settings with elaborate plot structures. In Dungeons & Dragons, most often only one of the players is the [[Game Master]] (actually Dungeon Master but [[Game Master]] is the more generic term) who acts as the game facilitator presenting and resolving the imaginary situations to the players. The gameplay is usually almost wholly based on verbal communication between the players and the [[Game Master]]. Rules, resolution tables, and dice are used to resolve the conflict situations, which usually involve combat between players and monsters.", "In Live Action Roleplaying Games (LARPs) the players act out their characters in real life and not only sit around the table talking to each other. The real world is used as the basis for the setting of the game, and sometimes the players put in countless hours of work to make the settings and their characters fit the theme of the game as well as possible. LARPs, of course depending on the play style, are usually more oriented on acting out the roles of the characters than tabletop roleplaying games, and some play styles are closer to improvisational theater than playing games." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Game Masters", - "file": "GameMasters" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Identification", + "file": "Identification" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Characters", - "file": "Characters" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Identification", - "file": "Identification" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { "name": "Character Development", "file": "CharacterDevelopment" }, { - "name": "Storytelling", - "file": "Storytelling" - }, - { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" - }, - { - "name": "Team Play", - "file": "TeamPlay" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Characters", + "file": "Characters" }, { - "name": "Game Worlds", - "file": "GameWorld" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Game Master", - "file": "GameMasters" + "name": "Alternative Reality", + "file": "AlternativeReality" } ], "pattern_id": "Roleplaying", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Roleplaying.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SafeHavens.json b/SafeHavens.json index 8d2771424799cacaffc7267223c2b450f43946cc..6011af4e1866a0ca7b821aa930ca3f7d31f5f445 100644 --- a/SafeHavens.json +++ b/SafeHavens.json @@ -1,7 +1,10 @@ { "pattern_name": "Safe Havens", "description": "Save Havens are locations in the game world where game elements under the players' control are safe from the actions of other players or the game events.", - "content": [], + "content": [ + "Example: Super Mario 64 has [[Safe Havens]] between the worlds since the player is safe from the threats and has time to think what to do next.", + "Example: many first-person shooters have [[Safe Havens]], some that are temporary and some that cannot be entered after being left. These [[Safe Havens]] are used to avoid the possibility of spawn killing, i. e. the player being killed immediately after having been being brought back into the game." + ], "using_the_pattern": [ "There are two requirements for a place to be a [[Safe Haven]]: first, there should be no environmental elements, such as [[Deadly Traps]], that can negatively affect players. Second, no hostile [[Agents]] or players should be able to affect the area. However, the [[Safe Haven]] does not have to be permanent, for example it can either be safe under a certain [[Time Limit]] or until the players in the [[Safe Haven]] perform certain actions. Some [[Safe Havens]] also make it impossible for players to have negative consequences of their own actions. These forms of [[Safe Havens]] support [[Experimenting]].", "One variant to hinder hostile activities within a [[Safe Haven]] is to allow hostile [[Agents]] or players in the area but make hostile actions impossible within the [[Safe Haven]]. Sometimes these kinds of [[Safe Havens]] are safe only for the lower ranking players. For example, the home cities in Dark Age of Camelot are safe only for low level characters. By making the [[Safe Haven]] a neutral area, players can be offered the possibility for [[Negotiation]] and forming [[Dynamic Alliances]].", @@ -38,82 +41,78 @@ ] }, "examples": [ - "Super Mario 64 has Safe Havens between the worlds since the player is safe from the threats and has time to think what to do next.", - "many first-person shooters have Safe Havens, some that are temporary and some that cannot be entered after being left. These Safe Havens are used to avoid the possibility of spawn killing, i. e. the player being killed immediately after having been being brought back into the game." + "Super Mario 64 has [[Safe Havens]] between the worlds since the player is safe from the threats and has time to think what to do next.", + "many first-person shooters have [[Safe Havens]], some that are temporary and some that cannot be entered after being left. These [[Safe Havens]] are used to avoid the possibility of spawn killing, i. e. the player being killed immediately after having been being brought back into the game." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Spawn Points", + "file": "SpawnPoints" }, { - "name": "Save Points", - "file": "SavePoints" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Rescue", - "file": "Rescue" + "name": "Negotiation", + "file": "Negotiation" }, { "name": "Stealth", "file": "Stealth" }, { - "name": "Traverse", - "file": "Traverse" - }, - { - "name": "Spawn Points", - "file": "SpawnPoints" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { "name": "Time Limits", "file": "TimeLimits" }, - { - "name": "Spawning", - "file": "Spawning" - }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Rescue", + "file": "Rescue" + }, + { + "name": "Goal Points", + "file": "GoalPoints" } ], "pattern_id": "SafeHavens", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SafeHavens.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Save-LoadCycles.json b/Save-LoadCycles.json index 41b67d5ef2857aed2b0e80f089dab0e0217962df..0c1883b3e825d7a518b13665a927f4b34c8641a7 100644 --- a/Save-LoadCycles.json +++ b/Save-LoadCycles.json @@ -2,7 +2,8 @@ "pattern_name": "Save-Load Cycles", "description": "The actions of saving and loading game states.", "content": [ - "Some games allow players to save the game state at points in the gameplay to later return to them. This allows players to replay challenges in the game as many times as they wish in order to successfully complete actions or to maximize how well the actions are performed." + "Some games allow players to save the game state at points in the gameplay to later return to them. This allows players to replay challenges in the game as many times as they wish in order to successfully complete actions or to maximize how well the actions are performed.", + "Example: The single-player campaigns Return to Castle Wolfenstein and most other first-person shooters allow players to save the game state whenever they wish. A recent exception is Far Cry where the game state is automatically saved as soon as players reach certain locations." ], "using_the_pattern": [ "[[Save-Load Cycles]] may be instantiated in games either by letting players initiate savingand loading whenever they wish or only at specific [[Save Points]]. The former increases players [[Freedom of Choice]] and encourages [[Experimenting]]. The latter creates goals of reaching the [[Save Points]] and makes [[Risk/Reward]] choices have more [[Tension]].", @@ -60,120 +61,120 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Score", + "file": "Score" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Tension", + "file": "Tension" }, { - "name": "Save Points", - "file": "SavePoints" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Tension", - "file": "Tension" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Score", - "file": "Score" + "name": "Surprises", + "file": "Surprises" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "Save-LoadCycles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Save-LoadCycles.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SavePoints.json b/SavePoints.json index 2e49a46282d09211b9755b0a0cba25abdef66e53..dbd294a0b56832a36383671a59e56605461e7bc4 100644 --- a/SavePoints.json +++ b/SavePoints.json @@ -2,7 +2,8 @@ "pattern_name": "Save Points", "description": "Save Points are the points in gameplay where the players can choose to save the game state so that they can return to it later.", "content": [ - "[[Save Points]] do not need to be physical places as a game may only provide players with the option to save game position between levels, i. e. in pauses in gameplay. [[Save Points]] have typically been most common in games for consoles as the storage capacity for the consoles has been more limited than in personal computers." + "[[Save Points]] do not need to be physical places as a game may only provide players with the option to save game position between levels, i. e. in pauses in gameplay. [[Save Points]] have typically been most common in games for consoles as the storage capacity for the consoles has been more limited than in personal computers.", + "Example: Final Fantasy VII has specific locations where the player can save the current game state." ], "using_the_pattern": [ "[[Save Points]] are the locations in games where players can save the game, and they thereby control how players can perform [[Save-Load Cycles]]. The [[Save Points]] can be used to achieve the [[Right Level of Difficulty]]. For example, if a more difficult game is required, place [[Save Points]] in such way that it demands the players to complete a Hierarchy of goals or a long sequence of actions before saving. This spreading out of the available [[Save Points]] can increase the [[Tension]] as the players have larger investments in time and effort before reaching a [[Save Point]] and, in some cases, can also frustrate the player if the difficulty level for reaching a [[Save Point]] is too high. Locating the [[Save Points]] in the [[Game World]] automatically creates [[Traverse]] goals.", @@ -35,45 +36,45 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" - }, - { - "name": "Safe Havens", - "file": "SafeHavens" - }, { "name": "Traverse", "file": "Traverse" }, { - "name": "Collection", - "file": "Collection" + "name": "Closure Points", + "file": "ClosurePoints" + }, + { + "name": "Score", + "file": "Score" }, { "name": "Levels", "file": "Levels" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { "name": "Save-Load Cycles", "file": "Save-LoadCycles" }, { - "name": "Score", - "file": "Score" + "name": "Collection", + "file": "Collection" + }, + { + "name": "Safe Havens", + "file": "SafeHavens" } ], "pattern_id": "SavePoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SavePoints.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Score.json b/Score.json index cb528f63c65fdfa2b26d200d6c7cce9764887970..4207654f87f2e49dfa7228c9ebc0b4cc49a80a1c 100644 --- a/Score.json +++ b/Score.json @@ -2,7 +2,8 @@ "pattern_name": "Score", "description": "Score is the numerical representation of the player's success in the game, often not only representing the success but also defining it.", "content": [ - "Having a [[Score]] value for each player allows the players to easily determine the leader or the winner of the game; the [[Score]] value also allows players to compare [[Scores]] between different games and to calculate outcomes of tournaments. Many games give players several different ways to gain [[Score]] points to promote different tactics." + "Having a [[Score]] value for each player allows the players to easily determine the leader or the winner of the game; the [[Score]] value also allows players to compare [[Scores]] between different games and to calculate outcomes of tournaments. Many games give players several different ways to gain [[Score]] points to promote different tactics.", + "Example: Pac-Man gives players three different possibilities to gain points: eating pills, capturing ghosts while under the effect of a power pill, or collecting the bonus object when it appears. The player's [[Score]] is shown in the upper part of the screen next to the current high [[Score]]." ], "using_the_pattern": [ "The two fundamental choices to be made when creating a [[Score]] system is first to determine which actions or goals give points and then to decide how large these amounts are. Examples of simple scoring goals include reaching a [[Pick-Up]] first (thus modulating a [[Collecting]] activity or a [[Gain Ownership]] goal) or successfully completing a [[Dexterity-Based Action]] or an action requiring [[Timing]]. More complex scoring goals can depend on the distribution of [[Resources]] between the players or completed [[Collections]]. In games with [[Role Reversal]], different possibilities to [[Score]] may exist for different roles, but the use of [[Score]] can provide players with means to continue striving towards goals independent of their current role. The possibility of using [[Tiebreakers]], commonly another form of [[Score]] systems, should also be considered when designing a [[Score]] system, as [[Score]] systems usually allow for [[Tied Results]] unless explicitly designed to make them impossible.", @@ -58,133 +59,129 @@ ] }, "examples": [ - "Pac-Man gives players three different possibilities to gain points: eating pills, capturing ghosts while under the effect of a power pill, or collecting the bonus object when it appears. The player's Score is shown in the upper part of the screen next to the current high Score." + "Pac-Man gives players three different possibilities to gain points: eating pills, capturing ghosts while under the effect of a power pill, or collecting the bonus object when it appears. The player's [[Score]] is shown in the upper part of the screen next to the current high [[Score]]." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Collecting", - "file": "Collecting" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" - }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Investments", - "file": "Investments" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Save Points", - "file": "SavePoints" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Save Points", + "file": "SavePoints" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Investments", + "file": "Investments" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Resources", + "file": "Resources" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Turn Taking", + "file": "TurnTaking" }, { "name": "Race", "file": "Race" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Resources", - "file": "Resources" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Score", - "file": "Score" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Meta Games", + "file": "MetaGames" + }, + { + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "Score", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Score.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SecretAlliances.json b/SecretAlliances.json index ac58d45c0c18282bd69db2999a327a054249a909..91ebbec49f589135730c207ad207babc89446547 100644 --- a/SecretAlliances.json +++ b/SecretAlliances.json @@ -2,7 +2,9 @@ "pattern_name": "Secret Alliances", "description": "Alliances, or the special characteristics of alliances, which by definition are unknown to at least some of the players.", "content": [ - "The existence and exact characteristics of different Alliances in a game are very clear to all participants in team based sports, of course, but there are games where the game play is more or less based on the uncovering of Secret Alliances between the players. These games are usually characterized by having social intrigue, backstabbing, sinister plots, and, at least in some cases, the whole game play seems to consist of players just talking to other players in order to gain more information about the exact social and power relationships in the game." + "The existence and exact characteristics of different Alliances in a game are very clear to all participants in team based sports, of course, but there are games where the game play is more or less based on the uncovering of Secret Alliances between the players. These games are usually characterized by having social intrigue, backstabbing, sinister plots, and, at least in some cases, the whole game play seems to consist of players just talking to other players in order to gain more information about the exact social and power relationships in the game.", + "Example: in Diplomacy the alliances are not necessarily, or even usually, declared to player outside the alliance. This leads to the situation that the information about the different [[Alliances]] within the game is a valuable resource in itself.", + "Example: one of the most entertaining examples of use of [[Secret Alliances]] in games is Paranoia, a roleplaying game set in a distant Orwellian future controlled by a gigantic computer. The players in Paranoia are troubleshooters, whose task is to help the computer to uncover the sinister plans of mutants and different secret societies. Each of the players, of course, is also a mutant and belongs to at least one secret society." ], "using_the_pattern": [ "Basically, [[Secret Alliances]] means that information patterns are applied to the information about the characteristics of the [[Alliances]] in the game. The main points to consider are how the information about the existence of the [[Alliance]] is indicated, what information is available about the rules of conduct and agenda of the [[Alliance]] and finally, what players make up the [[Alliance]]. In the case of [[Dynamic Alliances]] decisions have to be made about how the information about the changes in the [[Alliance]] is available or indicated to the players. Typically [[Secret Alliances]] are based upon agreements such as: how to divide [[Player Decided Results]]; how to act in [[Player-Decided Distribution of Rewards & Penalties]]; how to use [[Secret Resources]]; or how to work towards common goals which are [[Unknown Goals]] to players outside the [[Alliance]].", @@ -30,54 +32,50 @@ "Potentially conflicting with": [] }, "examples": [ - "in Diplomacy the alliances are not necessarily, or even usually, declared to player outside the alliance. This leads to the situation that the information about the different Alliances within the game is a valuable resource in itself.", - "one of the most entertaining examples of use of Secret Alliances in games is Paranoia, a roleplaying game set in a distant Orwellian future controlled by a gigantic computer. The players in Paranoia are troubleshooters, whose task is to help the computer to uncover the sinister plans of mutants and different secret societies. Each of the players, of course, is also a mutant and belongs to at least one secret society." + "in Diplomacy the alliances are not necessarily, or even usually, declared to player outside the alliance. This leads to the situation that the information about the different [[Alliances]] within the game is a valuable resource in itself.", + "one of the most entertaining examples of use of [[Secret Alliances]] in games is Paranoia, a roleplaying game set in a distant Orwellian future controlled by a gigantic computer. The players in Paranoia are troubleshooters, whose task is to help the computer to uncover the sinister plans of mutants and different secret societies. Each of the players, of course, is also a mutant and belongs to at least one secret society." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Player-Decided Distribution of Rewards & Penalties", "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Indirect Information", - "file": "IndirectInformation" - }, - { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Indirect Information", + "file": "IndirectInformation" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "SecretAlliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SecretAlliances.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SecretResources.json b/SecretResources.json index 6dd50ebd4848cf3a512c7e49dbe453f3f440258c..0b10fc283bf345cc830df7fc443d2d69a56f3bf0 100644 --- a/SecretResources.json +++ b/SecretResources.json @@ -2,7 +2,9 @@ "pattern_name": "Secret Resources", "description": "Secret Resources are resources that are unknown to at least some of the players.", "content": [ - "There are two basic types of [[Secret Resources]] in games. The first type governs what kind of information about the resources is available to one of the players and the second type governs situations where different players have different information available about the resources." + "There are two basic types of [[Secret Resources]] in games. The first type governs what kind of information about the resources is available to one of the players and the second type governs situations where different players have different information available about the resources.", + "Example: in many strategy games the resource locations, such as cities, mines and factories, are initially unknown to the player. The player is required to do exploration or scouting to get more information about the possible resources in the game. The player may also first have vague indications of the available resources.", + "Example: almost all card games have [[Secret Resources]], the card hand, which is known to the player owning the cards but unknown to the other players. Poker is perhaps the most famous card game where the game play is based on the asymmetries of information available about the resources of the other player." ], "using_the_pattern": [ "[[Secret Resources]] is essentially the outcome of the use of [[Imperfect Information]],[[Uncertainty of Information]], or [[Asymmetric Information]] patterns on [[Resources]]. [[Imperfect Information]] used on [[Resources]] governs the information available to one of the players in such way, that some of the [[Resources]] available in the game are initially or currently unknown to the player. [[Uncertainty of Information]] means that the player may have unreliable information about the available [[Resources]]. For example, the exact position and strength of the players [[Units]] in strategy games may be unknown. [[Asymmetric Information]] states that players have different information available about the available [[Resources]]. A concrete example of this is [[Card Hand]] s, where the player owning a hand knows the cards, but they are unknown to the other players." @@ -34,26 +36,26 @@ }, "examples": [ "in many strategy games the resource locations, such as cities, mines and factories, are initially unknown to the player. The player is required to do exploration or scouting to get more information about the possible resources in the game. The player may also first have vague indications of the available resources.", - "almost all card games have Secret Resources, the card hand, which is known to the player owning the cards but unknown to the other players. Poker is perhaps the most famous card game where the game play is based on the asymmetries of information available about the resources of the other player." + "almost all card games have [[Secret Resources]], the card hand, which is known to the player owning the cards but unknown to the other players. Poker is perhaps the most famous card game where the game play is based on the asymmetries of information available about the resources of the other player." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Game World", - "file": "GameWorld" + "name": "Card Hands", + "file": "CardHands" }, { "name": "Exploration", "file": "Exploration" }, - { - "name": "Card Hands", - "file": "CardHands" - }, { "name": "Limited Planning Ability", "file": "LimitedPlanningAbility" }, + { + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" + }, { "name": "Imperfect Information", "file": "ImperfectInformation" @@ -67,28 +69,24 @@ "file": "Resources" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Gain Information", + "file": "GainInformation" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Secret Resources", - "file": "SecretResources" - }, - { - "name": "Gain Information", - "file": "GainInformation" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "SecretResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SecretResources.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SelectableSetsofGoals.json b/SelectableSetsofGoals.json index cf80892cab9949b4adc7e8f03a27720a80304519..e9dd05f8173d93a64e6312d2a19bb466b86e294a 100644 --- a/SelectableSetsofGoals.json +++ b/SelectableSetsofGoals.json @@ -2,7 +2,10 @@ "pattern_name": "Selectable Sets of Goals", "description": "The player can select the goals he tries to achieve in the game from a set of available goals.", "content": [ - "The selection of goals from which players can choose can either be handled within the game system, meaning that players have to explicitly choose the goals, or it can be left open so that players do not have to decide at any given time exactly what goals to strive for. The latter also means that the player is free to change the commitment to different goals during the gameplay." + "The selection of goals from which players can choose can either be handled within the game system, meaning that players have to explicitly choose the goals, or it can be left open so that players do not have to decide at any given time exactly what goals to strive for. The latter also means that the player is free to change the commitment to different goals during the gameplay.", + "Example: Traversing the technology tree in the computer game Civilization requires players to select goals defining what kind of technology to develop. Beyond what technology to develop next, players can also implicitly select collections of technology goals to reach as goals in order to match later requirements of advanced technologies.", + "Example: The different possibilities for scoring in the board game Settlers of Catan allow players to select from several different goals to achieve the overarching goal of reaching a certain amount of points.", + "Example: The different worlds in Super Mario 64 offer different sets of goals providing players with selectable sets of [[Selectable Sets of Goals]]. The player is also free to move within these worlds and goals without needing to complete them in any specific order." ], "using_the_pattern": [ "If the player is forced to choose one or several [[Predefined Goals]] from the set, these goals can be seen as [[Investments]] or as the use of [[Risk/Reward]] patterns depending on the varying [[Rewards]] and [[Penalties]] associated with the goals. An example of this is when the game allows [[Area Control]] over several different areas if players complete [[Traverse]] goals to these areas. Knowledge of which goals have been chosen can be [[Strategic Knowledge]] for other players while giving the possibility of not revealing these options and choices allows for players to have secret tactics. Selectable Set of Goals provide [[Varied Gameplay]] if the different goals are sufficiently different, for example, by requiring different skill sets.", @@ -50,81 +53,77 @@ "examples": [ "Traversing the technology tree in the computer game Civilization requires players to select goals defining what kind of technology to develop. Beyond what technology to develop next, players can also implicitly select collections of technology goals to reach as goals in order to match later requirements of advanced technologies.", "The different possibilities for scoring in the board game Settlers of Catan allow players to select from several different goals to achieve the overarching goal of reaching a certain amount of points.", - "The different worlds in Super Mario 64 offer different sets of goals providing players with selectable sets of Selectable Sets of Goals. The player is also free to move within these worlds and goals without needing to complete them in any specific order." + "The different worlds in Super Mario 64 offer different sets of goals providing players with selectable sets of [[Selectable Sets of Goals]]. The player is also free to move within these worlds and goals without needing to complete them in any specific order." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { "name": "Predefined Goals", "file": "PredefinedGoals" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" - }, - { - "name": "Tradeoffs", - "file": "Tradeoffs" - }, - { - "name": "Configuration", - "file": "Configuration" + "name": "Traverse", + "file": "Traverse" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Risk/Reward", "file": "RiskReward" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { "name": "Incompatible Goals", "file": "IncompatibleGoals" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Varied Gameplay", + "file": "VariedGameplay" + }, + { + "name": "Replayability", + "file": "Replayability" + }, + { + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Area Control", @@ -134,9 +133,9 @@ "pattern_id": "SelectableSetsofGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SelectableSetsofGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Self-FacilitatedGames.json b/Self-FacilitatedGames.json index 830fd675f8c7d3a08bb348cb9ccbd5504a5c5160..145bb9c597bff22771e8bbe99b3a8af287d76f8a 100644 --- a/Self-FacilitatedGames.json +++ b/Self-FacilitatedGames.json @@ -2,7 +2,9 @@ "pattern_name": "Self-Facilitated Games", "description": "Games that require that the players ensure that the rules are being followed and require the players to perform any necessary book-keeping actions.", "content": [ - "[[Self-Facilitated Games]] are those that do not progress unless players perform actions, including actions that are not based upon the intention of reaching goals but for updating the game state indifferently of any players' intentions. Examples of games that are not self-facilitating are betting games in casinos, computer and video games, arcade games, pinball games and novelty games." + "[[Self-Facilitated Games]] are those that do not progress unless players perform actions, including actions that are not based upon the intention of reaching goals but for updating the game state indifferently of any players' intentions. Examples of games that are not self-facilitating are betting games in casinos, computer and video games, arcade games, pinball games and novelty games.", + "Example: tabletop roleplaying games require that one of the people playing the game takes the role of a game master, not being able to enjoin character development but to have creative control over the story in the game.", + "Example: all board games and card games require that the players perform all necessary administrative and book-keeping actions and check that the rules are being followed." ], "using_the_pattern": [ "[[Self-Facilitated Games]] require the will of all the players in [[Multiplayer Games]] to uphold the game state and the game rules, the latter which can be seen as [[Strategic Knowledge]]. The [[Memorizing]] this demands can be made easier in a number of ways: the rules of the game can be made as explicit and deterministic so that any player can perform them while the others watch; [[Turn Taking]] in [[Turn-Based Games]] can be used so that only one player at a time performs actions and the others can check the correctness of the actions; and [[Book-Keeping Tokens]] can be used to minimize the amount of the game state that has to be remembered by all players.", @@ -59,116 +61,116 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Betting", - "file": "Betting" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Investments", - "file": "Investments" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Empowerment", + "file": "Empowerment" + }, + { + "name": "Handicaps", + "file": "Handicaps" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Investments", + "file": "Investments" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Game Masters", + "file": "GameMasters" }, { "name": "Turn Taking", "file": "TurnTaking" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Betting", + "file": "Betting" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Storytelling", + "file": "Storytelling" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Negotiation", - "file": "Negotiation" - }, - { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "Self-FacilitatedGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Self-FacilitatedGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Sensory-MotoricImmersion.json b/Sensory-MotoricImmersion.json index c543cb7fea5d0ded2102ef6f3c396b151558aafe..b5d443bb319b0e315d8d78dacb480f85807adb17 100644 --- a/Sensory-MotoricImmersion.json +++ b/Sensory-MotoricImmersion.json @@ -2,7 +2,9 @@ "pattern_name": "Sensory-Motoric Immersion", "description": "The flow experience of performing repetitious actions, which provide sensory feedback.", "content": [ - "The repetition can be of basic actions, such as pressing a button to the rhythm of background music, or more elaborate action sequences as is the case with many fighting games. The actions do not have to require skill from the players even though the immersion is stronger if the required skill level is adequate for the players." + "The repetition can be of basic actions, such as pressing a button to the rhythm of background music, or more elaborate action sequences as is the case with many fighting games. The actions do not have to require skill from the players even though the immersion is stronger if the required skill level is adequate for the players.", + "Example: fast paced shoot-em-ups can sometimes cause [[Sensory-Motoric Immersion]] as the players perform similar actions and action sequences all over again with clear audio-visual feedback.", + "Example: dance games, such as Dance Dance Revolution, have strong basis for [[Sensory-Motoric Immersion]] as the basic actions are simple, repetitive, and especially because the action sequences are tied to the rhythm of the background music." ], "using_the_pattern": [ "[[Sensory-Motoric Immersion]] is closely tied to [[Rhythm-Based Actions]] as rhythm by nature implies repetition. This is especially the case when the actions are tied to some rhythm-based stimuli and sensory feedback such as the background music or the visual presentation of game elements. In fact, it is difficult or even impossible to achieve [[Sensory-Motoric Immersion]] without having some rhythmic elements, which are tied to the real time as can be the case in [[Real-Time Games]]. [[Dexterity-Based Actions]], if they are to be performed repetitively, can also be the source of [[Sensory-Motoric Immersion]]. Often these actions require considerable sensory-motoric skills from the players and the immersion can be achieved when there is [[Right Level of Difficulty]] for the players. For example, the downhill skier can achieve a sort of a flow experience when the slope is difficult enough, but not too difficult, for skier's skills. As the actions involved need to be performed almost automatically there should not be a possibility for [[Disruption of Focused Attention]] during gameplay, unless there is a reason to break the immersion. This in almost all cases also imply that there is only a single or just few [[Focus Loci]] for the player." @@ -32,58 +34,54 @@ ] }, "examples": [ - "fast paced shoot-em-ups can sometimes cause Sensory-Motoric Immersion as the players perform similar actions and action sequences all over again with clear audio-visual feedback.", - "dance games, such as Dance Dance Revolution, have strong basis for Sensory-Motoric Immersion as the basic actions are simple, repetitive, and especially because the action sequences are tied to the rhythm of the background music." + "fast paced shoot-em-ups can sometimes cause [[Sensory-Motoric Immersion]] as the players perform similar actions and action sequences all over again with clear audio-visual feedback.", + "dance games, such as Dance Dance Revolution, have strong basis for [[Sensory-Motoric Immersion]] as the basic actions are simple, repetitive, and especially because the action sequences are tied to the rhythm of the background music." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Constructive Play", + "file": "ConstructivePlay" }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { "name": "Disruption of Focused Attention", "file": "DisruptionofFocusedAttention" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Constructive Play", - "file": "ConstructivePlay" + "name": "Focus Loci", + "file": "FocusLoci" + }, + { + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "Sensory-MotoricImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Sensory-MotoricImmersion.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SharedPenalties.json b/SharedPenalties.json index 494d7530d7676f3e371c495e4c84187a018deccd..635d4ac8b54c35a910ffaf2877ad881c5a105b51 100644 --- a/SharedPenalties.json +++ b/SharedPenalties.json @@ -2,7 +2,10 @@ "pattern_name": "Shared Penalties", "description": "The penalty for a failure to meet a requirement in the game is shared between some or all of the participating players.", "content": [ - "Games where players, willingly or by force, strive towards achieving common goals usually have [[Shared Penalties]] for failing those goals. These penalties may be the loss of common resources or the division of penalties between individual players but the penalties are treated as one penalty for failing one action or goal." + "Games where players, willingly or by force, strive towards achieving common goals usually have [[Shared Penalties]] for failing those goals. These penalties may be the loss of common resources or the division of penalties between individual players but the penalties are treated as one penalty for failing one action or goal.", + "Example: in Reiner Knizia's Lord of the Rings if the players do not cooperate well enough to overcome Sauron they all lose the game.", + "Example: failure to perform a quest in a roleplaying game can sometimes result in the loss of a certain amount of experience points for all the players in the team.", + "Example: the loss against the other team in Soccer and other team-oriented sports is, obviously, a shared loss for the team members." ], "using_the_pattern": [ "[[Shared Penalties]] are typically designed for games where players have [[Team Play]] or perform [[Collaborative Actions]]. However, not all players receiving the [[Shared Penalties]] have to be the causes, or even aware of the reasons, of the [[Penalties]] they have to share. However, if players do not have a good [[Game State Overview]] that explains the reason for the [[Shared Penalties]] they may lose any [[Illusion of Influence]] they have. The loss of [[Shared Resources]] is a natural way to create [[Shared Penalties]] without singling out any player and can make an [[Individual Penalty]] be perceived as [[Shared Penalties]]. The combination of [[Individual Rewards]] and [[Shared Penalties]] often gives rise to [[Social Dilemmas]].", @@ -52,16 +55,12 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Collaborative Actions", - "file": "CollaborativeActions" - }, - { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Player Elimination", @@ -72,52 +71,56 @@ "file": "SocialOrganizations" }, { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" + }, + { + "name": "Team Elimination", + "file": "TeamElimination" }, { "name": "Individual Penalties", "file": "IndividualPenalties" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "SharedPenalties", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SharedPenalties.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SharedResources.json b/SharedResources.json index adb55c9621d929e1f5e064d11a13adb724fa8b59..0ddadf5355c427bb5e5c428cf43fb10d4a8e259a 100644 --- a/SharedResources.json +++ b/SharedResources.json @@ -2,7 +2,9 @@ "pattern_name": "Shared Resources", "description": "The players, or some of the players, have at least potential access to the same resources.", "content": [ - "Some games have resources that are not divided explicitly to individual players but are instead [[Shared Resources]]. There are two basic types of [[Shared Resources]]: initially (or potentially) shared and continuously shared. Initially [[Shared Resources]] is a weak form of this pattern where the ownership of the resources are not determined to begin with and players can in later phases of the game claim the ownership of these resources. Continuously [[Shared Resources]] are those where all players, or a designated group of players, can all make use of the resources throughout the whole game without being able to directly hinder each other from using the resources. It is, of course, possible to have hybrids of these two basic types." + "Some games have resources that are not divided explicitly to individual players but are instead [[Shared Resources]]. There are two basic types of [[Shared Resources]]: initially (or potentially) shared and continuously shared. Initially [[Shared Resources]] is a weak form of this pattern where the ownership of the resources are not determined to begin with and players can in later phases of the game claim the ownership of these resources. Continuously [[Shared Resources]] are those where all players, or a designated group of players, can all make use of the resources throughout the whole game without being able to directly hinder each other from using the resources. It is, of course, possible to have hybrids of these two basic types.", + "Example: the ammunition, health, and armor pick-ups in multiplayer first-person shooters are initially [[Shared Resources]] as all players have equal access to them before they are picked up.", + "Example: the railroad tracks in TransAmerica are continuously [[Shared Resources]]. Once laid down on the game board they are beneficial for all players who have a connection to the tracks." ], "using_the_pattern": [ "The two different types of [[Shared Resources]] depend on whether is possible to claim [[Ownership]] of the [[Resources]] or not: it is possible to claim [[Ownership]] of initially [[Shared Resources]], but not of continuously [[Shared Resources]]. Initially [[Shared Resources]] can be used with almost any kind of [[Resource]] from simple [[Pick-Ups]] to [[Area Control]] but in order to have [[Cooperation]] between the players they need other incentives also. In these cases [[Shared Resources]] only heighten the level of [[Cooperation]]. The continuously [[Shared Resources]], however, are slightly trickier to introduce to the game and are usually a basic or a background [[Resource]] used to create [[Individual Rewards]] for the players.", @@ -45,102 +47,98 @@ "Potentially conflicting with": [] }, "examples": [ - "the ammunition, health, and armor pick-ups in multiplayer first-person shooters are initially Shared Resources as all players have equal access to them before they are picked up.", - "the railroad tracks in TransAmerica are continuously Shared Resources. Once laid down on the game board they are beneficial for all players who have a connection to the tracks." + "the ammunition, health, and armor pick-ups in multiplayer first-person shooters are initially [[Shared Resources]] as all players have equal access to them before they are picked up.", + "the railroad tracks in TransAmerica are continuously [[Shared Resources]]. Once laid down on the game board they are beneficial for all players who have a connection to the tracks." ], "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Tension", - "file": "Tension" - }, - { - "name": "Competition", - "file": "Competition" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Tension", + "file": "Tension" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Competition", + "file": "Competition" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Race", - "file": "Race" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Resources", + "file": "Resources" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Race", + "file": "Race" }, { - "name": "Resources", - "file": "Resources" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "SharedResources", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SharedResources.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SharedRewards.json b/SharedRewards.json index 47355f417d820e6b200aa9f37fac3d711a80d113..d6c0d3f90266ed0f5414b8c3754ea7ed0eebd5b8 100644 --- a/SharedRewards.json +++ b/SharedRewards.json @@ -1,7 +1,10 @@ { "pattern_name": "Shared Rewards", "description": "The players who were involved in some way in reaching a goal in the game share the reward.", - "content": [], + "content": [ + "Example: in most of the MMORPGs, such as Anarchy Online, players can team up to go hunting or perform more elaborate quests together. When the players have been able to reach their goal the rewards associated with the goal are shared between the players. In Anarchy Online killing a monster is rewarded with experience points and sometimes with special items. The experience points are shared by the players in such a way that there is only a small decrease in the amount of personal experience points gained when there are many players sharing the reward. The distribution of items is up to the players themselves and usually involves negotiation before the actual distribution.", + "Example: in Carcassonne one possible way to gain points is to finish building town by laying out tiles of town walls and town interiors. The player placing a tile to a town can also claim the ownership of the town by placing a knight. It is possible that when the town is finished that two or more players have claims on the same town. If several players have the same number of town in the town, all players receive the same amount of points as if there would have been only one player claiming the town." + ], "using_the_pattern": [ "The three main things to consider when designing [[Shared Rewards]] are: what is the goal and its characteristics, how is the player composition of sharing the reward determined in relation to the player composition used in the goal, and how is the reward distributed to these players.", "[[Shared Rewards]] is usually used in conjunction with a [[Mutual Goal]] or [[Collaborative Actions]] in order to give players an incentive for working together towards the goal. This, however, is not the only option for the designer. It is possible to use any other kinds of goal structures with [[Shared Rewards]], but some are less suitable than others. For example, [[Races]] often allow players to have [[Tied Results]] while in most cases it does not make much sense to have [[Excluding Goals]] with [[Shared Rewards]] as only one of the players can reach the goal. However, [[Tournaments]] consisting of a series of [[Races]] with [[Excluding Goals]] where the players can help each other out even though that only one of them can win each of the [[Races]]. If the player winning the [[Race]] can distribute parts of the reward to the players who helped him out during the that race and that the winner of the whole tournament is the player with most rewards gathered after ten races, this can lead to interesting player to player relation dynamics covered in more detail in the [[Delayed Reciprocity]] pattern. Also it is possible to use forced[[Shared Rewards]], where the player reaching a goal has to share the reward with at least one other players.", @@ -56,100 +59,100 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Competition", - "file": "Competition" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Competition", + "file": "Competition" }, { "name": "Individual Rewards", "file": "IndividualRewards" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" - }, - { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Race", + "file": "Race" }, { "name": "Team Play", "file": "TeamPlay" }, - { - "name": "Race", - "file": "Race" - }, { "name": "Rewards", "file": "Rewards" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Mutual Goals", + "file": "MutualGoals" + }, + { + "name": "Tied Results", + "file": "TiedResults" + }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "SharedRewards", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SharedRewards.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/ShrinkingGameWorld.json b/ShrinkingGameWorld.json index 1ba7cb2f6101cb2a82b4a36fcde10415dca1a129..698cd6da4205c6651d01263ef443c7e3da2f0608 100644 --- a/ShrinkingGameWorld.json +++ b/ShrinkingGameWorld.json @@ -2,7 +2,9 @@ "pattern_name": "Shrinking Game World", "description": "The game world shrinks and thus restricts players' movement in the game.", "content": [ - "Some games, primarily those where player compete against each other, decrease the size of the game world as game play progresses. This imposes an outside influence that forces the players together and thereby into conflict." + "Some games, primarily those where player compete against each other, decrease the size of the game world as game play progresses. This imposes an outside influence that forces the players together and thereby into conflict.", + "Example: The game area shrinks in Bomber Man after players have failed to eliminate each other in a certain period of time to increase the tension of the game.", + "Example: One of the multiplayer levels in Half-Life allowed players to activate an air strike. All those not in a bunker complex when the air strike hit was killed, in effect reducing the [[Game World]] to the bunker for parts of the game play." ], "using_the_pattern": [ "[[Shrinking Game Worlds]] have two prime characteristics: in what way the [[Game World]] shrinks and what activates the shrinkage. Having a uniform and predefined way in which the world shrinks, typically by using [[Tiles]] as a unit of the shrinkage, and how this is activated, most commonly simple a [[Time Limit]], allows player to have [[Strategic Knowledge]] and make increases [[Conflict]] if potential for it existed to begin with. If players can control the shrinkage this allows [[Player Defined Goals]] anda form of [[Player Constructed World]]. The ability to control [[Shrinking Game Worlds]] can be used as an offensive ability as being caught in a shrinking area is often a [[Deadly Trap]]." @@ -35,65 +37,65 @@ }, "examples": [ "The game area shrinks in Bomber Man after players have failed to eliminate each other in a certain period of time to increase the tension of the game.", - "One of the multiplayer levels in Half-Life allowed players to activate an air strike. All those not in a bunker complex when the air strike hit was killed, in effect reducing the Game World to the bunker for parts of the game play." + "One of the multiplayer levels in Half-Life allowed players to activate an air strike. All those not in a bunker complex when the air strike hit was killed, in effect reducing the [[Game World]] to the bunker for parts of the game play." ], "label": "8. Actions and Events Patterns", "pattern_links": [ - { - "name": "Game World", - "file": "GameWorld" - }, { "name": "Higher-Level Closures as Gameplay Progresses", "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { "name": "Deadly Traps", "file": "DeadlyTraps" }, { - "name": "Tension", - "file": "Tension" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Tiles", + "file": "Tiles" }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Tension", + "file": "Tension" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Irreversible Actions", + "file": "IrreversibleActions" } ], "pattern_id": "ShrinkingGameWorld", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "ShrinkingGameWorld.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Single-PlayerGames.json b/Single-PlayerGames.json index 29f859edce14de83b37d7dc2c3795afdef8b479a..ee5e07e00d0e46a26f8d58af258d127d3835bd8f 100644 --- a/Single-PlayerGames.json +++ b/Single-PlayerGames.json @@ -2,7 +2,9 @@ "pattern_name": "Single-Player Games", "description": "Games where there is only one player in a game instance.", "content": [ - "The player in [[Single-Player Games]] is in a conflict situation with the game system. It is possible, and sometimes even desirable, to analyze these games in such a way that conflict with the game system is framed as a conflict situation in [[Multiplayer Games]]. This personification of the game system often helps to clear the goal structures and the motivations for the conflict situation." + "The player in [[Single-Player Games]] is in a conflict situation with the game system. It is possible, and sometimes even desirable, to analyze these games in such a way that conflict with the game system is framed as a conflict situation in [[Multiplayer Games]]. This personification of the game system often helps to clear the goal structures and the motivations for the conflict situation.", + "Example: The vast majority of computer games are [[Single-Player Games]] where the player is competing against or in conflict with the game system.", + "Example: Puzzles of any kind can be classified as [[Single-Player Games]] although they are a borderline case between games and game-like activities, because they do not typically have the conflict situations common to games in general." ], "using_the_pattern": [ "The amount of the possible [[Social Interaction]] can be increased by using, for example, [[Score]] to measure the performance of the player. This allows players to compare their performances to one other and to use Highscore Lists to create simple [[Meta Games]] with multiple players. A more refined method is to have [[Ghosts]] in the game where players can directly compare their performance between each other during the play.", @@ -46,106 +48,102 @@ ] }, "examples": [ - "The vast majority of computer games are Single-Player Games where the player is competing against or in conflict with the game system.", - "Puzzles of any kind can be classified as Single-Player Games although they are a borderline case between games and game-like activities, because they do not typically have the conflict situations common to games in general." + "The vast majority of computer games are [[Single-Player Games]] where the player is competing against or in conflict with the game system.", + "Puzzles of any kind can be classified as [[Single-Player Games]] although they are a borderline case between games and game-like activities, because they do not typically have the conflict situations common to games in general." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Ghosts", - "file": "Ghosts" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Score", + "file": "Score" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Reversability", + "file": "Reversability" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { "name": "Individual Rewards", "file": "IndividualRewards" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" - }, - { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Score", - "file": "Score" + "name": "Meta Games", + "file": "MetaGames" } ], "pattern_id": "Single-PlayerGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Single-PlayerGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Skills.json b/Skills.json index f080c5b24026a345f6a265720fb6a0d4c21d472c..320cc8d2d1479b050843d6f82d9fc042ad0455e3 100644 --- a/Skills.json +++ b/Skills.json @@ -2,7 +2,9 @@ "pattern_name": "Skills", "description": "The numerical representation of how likely a Unit or Character is to succeed with an action, and what possible consequences the action has.", "content": [ - "Many games uses numerical values to indicate how good the characters or units controlled by players are. The [[Skill]] values can be used directly to determine success or failure or let players know the likelihood of success or failure before doing the actions associated with the skill values. Further, having certain levels in particular [[Skills]] can allow extra effects to occur when the action is performed." + "Many games uses numerical values to indicate how good the characters or units controlled by players are. The [[Skill]] values can be used directly to determine success or failure or let players know the likelihood of success or failure before doing the actions associated with the skill values. Further, having certain levels in particular [[Skills]] can allow extra effects to occur when the action is performed.", + "Example: tabletop roleplaying system such as GURPS or d20 use skills as the primary way of showing how experienced a character is in a particular area.", + "Example: the Deus Ex series of computer games allows players to develop skill areas by acquiring implants." ], "using_the_pattern": [ "Designing use of [[Skills]] in games depends on the type of game. [[Real-Time Games]] usually let the success or failure depend on how the player performed the action but let [[Skill]] levels affect the difficulty or allow [[Privileged Abilities]] linked to the action. [[Turn-Based Games]] make richer use of [[Skills]], both regarding the evaluation functions used as well as the number of actions that are determined by [[Skill]] levels. [[Skill]] levels may be adjustable by players before gameplay to allow [[Handicaps]] to be set to achieve [[Player Balance]].", @@ -62,132 +64,132 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Investments", - "file": "Investments" - }, - { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Luck", - "file": "Luck" + "name": "Chargers", + "file": "Chargers" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Characters", - "file": "Characters" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Dice", - "file": "Dice" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { "name": "Handicaps", "file": "Handicaps" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" - }, - { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Damage", - "file": "Damage" + "name": "Investments", + "file": "Investments" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Tools", + "file": "Tools" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Dice", + "file": "Dice" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Characters", + "file": "Characters" }, { - "name": "Tools", - "file": "Tools" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" - }, - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { "name": "Power-Ups", "file": "Power-Ups" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Damage", + "file": "Damage" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Rewards", + "file": "Rewards" + }, + { + "name": "Luck", + "file": "Luck" + }, + { + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" + }, + { + "name": "Diminishing Returns", + "file": "DiminishingReturns" + }, + { + "name": "Team Development", + "file": "TeamDevelopment" } ], "pattern_id": "Skills", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Skills.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SmoothLearningCurves.json b/SmoothLearningCurves.json index b6d63eace8465b3c6b2798d2e4e932d381bfabe3..e9ce92376d7241db896944e311defd4c0f330f80 100644 --- a/SmoothLearningCurves.json +++ b/SmoothLearningCurves.json @@ -2,7 +2,9 @@ "pattern_name": "Smooth Learning Curves", "description": "Games designed to provide players with the possibility of smoothly progressing from novice to master.", "content": [ - "Most games can be played at different levels of difficulty or become more and more difficult as gameplay progresses. In order for players to have as full an experience of the game design as possible, the design of these games may support players in developing game skills. When learning the skills are felt to be part of gameplay, and sometimes be enjoyable experiences, the game is said to have [[Smooth Learning Curves]] and these smooth curves can minimize the risk of players getting stuck at particular points in the game." + "Most games can be played at different levels of difficulty or become more and more difficult as gameplay progresses. In order for players to have as full an experience of the game design as possible, the design of these games may support players in developing game skills. When learning the skills are felt to be part of gameplay, and sometimes be enjoyable experiences, the game is said to have [[Smooth Learning Curves]] and these smooth curves can minimize the risk of players getting stuck at particular points in the game.", + "Example: The Zelda and Super Mario series provide signs and characters that give players hints about what they can do. They explain all the options players have and minimize the risk that players get stuck in the game because they do not know what they should do.", + "Example: Many first-person shooters can be played both alone and against opponents through the Internet. In these games, the single player game usually provides [[Smooth Learning Curves]] that can be seen as a preparation for playing the multiplayer versions." ], "using_the_pattern": [ "Designing games with [[Smooth Learning Curves]] involves making players have the [[Right Level of Difficulty]] whatever their skill levels, and thereby giving them a [[Perceived Chance to Succeed]] and an [[Illusion of Influence]]. When this is done in a way that is perceived as being in competition against some other player, it causes [[Red Queen Dilemmas]] to occur. Adjusting the difficulty of challenges to player skills can be done in three ways: providing information to players on how to overcome the challenges, explicitly adjusting the challenges to the players' skills, or letting players make the adjustments themselves.", @@ -49,113 +51,109 @@ }, "examples": [ "The Zelda and Super Mario series provide signs and characters that give players hints about what they can do. They explain all the options players have and minimize the risk that players get stuck in the game because they do not know what they should do.", - "Many first-person shooters can be played both alone and against opponents through the Internet. In these games, the single player game usually provides Smooth Learning Curves that can be seen as a preparation for playing the multiplayer versions." + "Many first-person shooters can be played both alone and against opponents through the Internet. In these games, the single player game usually provides [[Smooth Learning Curves]] that can be seen as a preparation for playing the multiplayer versions." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Luck", - "file": "Luck" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Combos", - "file": "Combos" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Levels", + "file": "Levels" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Helpers", - "file": "Helpers" - }, - { - "name": "Levels", - "file": "Levels" - }, - { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" - }, - { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Combos", + "file": "Combos" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { "name": "Clues", "file": "Clues" }, + { + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" + }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Luck", + "file": "Luck" + }, + { + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" } ], "pattern_id": "SmoothLearningCurves", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SmoothLearningCurves.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SocialDilemmas.json b/SocialDilemmas.json index 810039a6c0dca20c2bdd650e367fe8304c7cbd29..3189846766194b4d28ad2e1d3c7d49de03bb1df4 100644 --- a/SocialDilemmas.json +++ b/SocialDilemmas.json @@ -56,100 +56,100 @@ "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Individual Penalties", - "file": "IndividualPenalties" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { "name": "Tension", "file": "Tension" }, { - "name": "Tied Results", - "file": "TiedResults" - }, - { - "name": "Competition", - "file": "Competition" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Competition", + "file": "Competition" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, + { + "name": "Individual Penalties", + "file": "IndividualPenalties" + }, { "name": "Individual Rewards", "file": "IndividualRewards" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Tied Results", + "file": "TiedResults" + }, + { + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "SocialDilemmas", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SocialDilemmas.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SocialInteraction.json b/SocialInteraction.json index aef8ee440ca06c073b985675cac5cf55e04eb392..55318c38df849532e38735620b159078def66e22 100644 --- a/SocialInteraction.json +++ b/SocialInteraction.json @@ -3,7 +3,9 @@ "description": "Social Interaction is when two or more players have two-way communication between each other, i.e., the other players can respond to the individual player's communication.", "content": [ "[[Social Interaction]] requires some form of communication, and the lowest level of communication in this context is that at least parts of the game state are common to the players; that is, they have actions available that make game state changes that can be interpreted as meaningful actions by other players. That shows that [[Social Interaction]] is not only about exchanges of messages but also covers situations of making something together, exchanging gifts, displaying social status and even actions of direct conflict.", - "The most common situation of [[Social Interaction]] is when two or more players have gathered in a face-to-face situation to play a game, for example, Poker or Bridge, or when children set up a game of Hide & Seek outside while their parents are playing their own games in the living room. Nowadays, Massively Multiplayer Online Games allow thousands, even hundreds of thousands, of players to share the same virtual world, the game state, and to interact in many different ways within that world." + "The most common situation of [[Social Interaction]] is when two or more players have gathered in a face-to-face situation to play a game, for example, Poker or Bridge, or when children set up a game of Hide & Seek outside while their parents are playing their own games in the living room. Nowadays, Massively Multiplayer Online Games allow thousands, even hundreds of thousands, of players to share the same virtual world, the game state, and to interact in many different ways within that world.", + "Example: The board gameDiplomacy has a specific diplomacy phase each turn where players have a possibility to discuss the game situation. In the board game version, this [[Social Interaction]] normally happens in a face-to-face situation where the non-verbal signs can be even more important than the verbal communication itself in determining the trustworthiness and the stability of the newly forged alliance. Even in blind Diplomacy, where there are no other methods of communication between the players other than by making game state changes, there is [[Social Interaction]], as the players share the game state and it is possible to determine the other players' intentions and even to form alliances. [[Social Interaction]] in this variant of the game is very different when players interact face-to-face.", + "Example: Many massively multiplayer online roleplaying games provide several methods of [[Social Interaction]] for the players. Those that are [[Avatar]] based, for example Anarchy Online and Dark Age of Camelot, allow the players to customize parts of their repertoire for non-verbal communication through emoting. Even without special emote gestures the non-verbal communication in these games is possible using the Avatar's orientation, speed of movement, and basic actions, such as jumping, to convey information about the player's intention (moving towards a target), current feelings (changing direction in rapid fashion to state boredom), and guidance (jumping up and down in the same place to direct other players into a specific location)." ], "using_the_pattern": [ "To promote [[Social Interaction]] in games, players need a reason to communicate with each other. Generalizing, reasons for [[Social Interaction]] can be divided into those where players want something from other players, those that require players to perform [[Collaborative Actions]] together, or those that affect how such [[Cooperation]] takes place. Wanting something from other players is often based upon [[Asymmetric Resource Distribution]] and solved through [[Trading]] but can also be based on gaining [[Social Status]]. Coordinating [[Collaborative Actions]] through [[Social Interaction]] is usually motivated by [[Shared Resources]] and [[Shared Rewards]] but can also be required due to [[Player Decided Results]] or [[Secret Alliances]]. This need for coordinating actions is of course common in games with [[Team Play]], for example, to make best use of [[Privileged Abilities]]. [[Social Interaction]] in these kinds of activities---and others that require [[Cooperation]] ---can be modulated by [[Betrayal]], [[Delayed Reciprocity]], [[Bluffing]], and [[Uncommitted Alliances]]. Games with [[Game Masters]] or where players do [[Storytelling]] automatically have [[Social Interaction]] between the players.", @@ -69,174 +71,166 @@ ] }, "examples": [ - "The board gameDiplomacy has a specific diplomacy phase each turn where players have a possibility to discuss the game situation. In the board game version, this Social Interaction normally happens in a face-to-face situation where the non-verbal signs can be even more important than the verbal communication itself in determining the trustworthiness and the stability of the newly forged alliance. Even in blind Diplomacy, where there are no other methods of communication between the players other than by making game state changes, there is Social Interaction, as the players share the game state and it is possible to determine the other players' intentions and even to form alliances. Social Interaction in this variant of the game is very different when players interact face-to-face.", - "Many massively multiplayer online roleplaying games provide several methods of Social Interaction for the players. Those that are Avatar based, for example Anarchy Online and Dark Age of Camelot, allow the players to customize parts of their repertoire for non-verbal communication through emoting. Even without special emote gestures the non-verbal communication in these games is possible using the Avatar's orientation, speed of movement, and basic actions, such as jumping, to convey information about the player's intention (moving towards a target), current feelings (changing direction in rapid fashion to state boredom), and guidance (jumping up and down in the same place to direct other players into a specific location)." + "The board gameDiplomacy has a specific diplomacy phase each turn where players have a possibility to discuss the game situation. In the board game version, this [[Social Interaction]] normally happens in a face-to-face situation where the non-verbal signs can be even more important than the verbal communication itself in determining the trustworthiness and the stability of the newly forged alliance. Even in blind Diplomacy, where there are no other methods of communication between the players other than by making game state changes, there is [[Social Interaction]], as the players share the game state and it is possible to determine the other players' intentions and even to form alliances. [[Social Interaction]] in this variant of the game is very different when players interact face-to-face.", + "Many massively multiplayer online roleplaying games provide several methods of [[Social Interaction]] for the players. Those that are [[Avatar]] based, for example Anarchy Online and Dark Age of Camelot, allow the players to customize parts of their repertoire for non-verbal communication through emoting. Even without special emote gestures the non-verbal communication in these games is possible using the Avatar's orientation, speed of movement, and basic actions, such as jumping, to convey information about the player's intention (moving towards a target), current feelings (changing direction in rapid fashion to state boredom), and guidance (jumping up and down in the same place to direct other players into a specific location)." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Avatar", - "file": "Avatars" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Shared Resources", + "file": "SharedResources" }, { "name": "Competition", "file": "Competition" }, { - "name": "Storytelling", - "file": "Storytelling" - }, - { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" - }, - { - "name": "Agents", - "file": "Agents" - }, - { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { "name": "Trading", "file": "Trading" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Identification", "file": "Identification" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" - }, - { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { "name": "Bluffing", "file": "Bluffing" }, + { + "name": "Agents", + "file": "Agents" + }, { "name": "Indirect Information", "file": "IndirectInformation" + }, + { + "name": "Social Statuses", + "file": "SocialStatuses" + }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "SocialInteraction", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SocialInteraction.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SocialOrganizations.json b/SocialOrganizations.json index 0bd48193dbcfa5574fc38b54147d8c0754c2762b..685729eb6b947fd60b0e7371213cae18c8b4c5dc 100644 --- a/SocialOrganizations.json +++ b/SocialOrganizations.json @@ -2,7 +2,9 @@ "pattern_name": "Social Organizations", "description": "Social Organizations are more or less stable group of players who have common long-term interests within the game.", "content": [ - "[[Social Organizations]] differ from mere [[Alliances]] in that they are more stable and that the rules of conduct and agenda, the norms of the organization, are stratified in some sort of rules. Organizations usually arise from the natural interaction in [[Alliances]]. Some features that prelude the formation of organizations are that the interaction between the members becomes more frequent, the tasks of the group become complex enough to need coordination, the group becomes larger and specific roles for the members emerge. The other interesting characteristics of a proper [[Social Organization]] are a hierarchical power structure between the members; the specific roles of the members are codified in more or less explicit rules governing rank or official status within the group; the organization develops an identity of its own and the members start to identify themselves with the organization. In some cases there are also other incentives for belonging to an organization, such as access to an organization's resources or even an in-game salary of some kind for tasks performed in the organization." + "[[Social Organizations]] differ from mere [[Alliances]] in that they are more stable and that the rules of conduct and agenda, the norms of the organization, are stratified in some sort of rules. Organizations usually arise from the natural interaction in [[Alliances]]. Some features that prelude the formation of organizations are that the interaction between the members becomes more frequent, the tasks of the group become complex enough to need coordination, the group becomes larger and specific roles for the members emerge. The other interesting characteristics of a proper [[Social Organization]] are a hierarchical power structure between the members; the specific roles of the members are codified in more or less explicit rules governing rank or official status within the group; the organization develops an identity of its own and the members start to identify themselves with the organization. In some cases there are also other incentives for belonging to an organization, such as access to an organization's resources or even an in-game salary of some kind for tasks performed in the organization.", + "Example: many multiplayer first person shooters that have possibility for team play against other teams, such as Return to Castle Wolfenstein: Enemy Territory and Counter-Strike, almost automatically have groups of players forming clans, that is, [[Social Organizations]]. The clans have a stable identity; the players can display their belonging to the clan in different ways; the players belonging to a clan usually share a longer term interest, for example, to rise in the clan ranking, or finally beat a rival clan; there are different roles for the members both when playing the game (medic, engineer etc.) and outside the game (clan leader, web-site manager); and clans usually have a power structure where the members are ranked from newbies to clan leaders.", + "Example: persistent MMORPGs are designed to be good environments for forming stable [[Social Organizations]] as the players stable identity is taken for granted; there are explicitly designed complementary roles for the players right from the beginning; the games often provide also further specialization possibilities for the players and some of the pre-designed tasks, such as killing a powerful monster, are impossible to achieve without longer term coordination of groups activities. It is no wonder that these games very often provide in-game mechanisms for forming and maintaining guilds and other types of stable [[Social Organizations]]." ], "using_the_pattern": [ "[[Social Organizations]] require that players can feel a sense of [[Identification]] with the organization and that other players can successfully do an [[Identification]] of that player. The individual player has to have some ways of developing and maintaining a stable identity within the game itself as otherwise even frequent interaction between players in the game cannot be the basis for trust and affiliation relationships. That is, without a possibility for maintaining a history of social encounters with other players in [[Multiplayer Games]] there is no way for the organizations to emerge. This is not a problem in games requiring face to face situations, but especially in online games this might turn into a problem. In the latter case, even a simple [[Handle]], which is unique and stable for each player, is sufficient for forming stable player identities in the game world. More refined methods of personalization, such as the possibility of modifying the appearance of the player [[Avatar]], help further to form and maintain identities. Some games even keep explicit records of the previous encounters with other players.", @@ -63,138 +65,134 @@ ] }, "examples": [ - "many multiplayer first person shooters that have possibility for team play against other teams, such as Return to Castle Wolfenstein: Enemy Territory and Counter-Strike, almost automatically have groups of players forming clans, that is, Social Organizations. The clans have a stable identity; the players can display their belonging to the clan in different ways; the players belonging to a clan usually share a longer term interest, for example, to rise in the clan ranking, or finally beat a rival clan; there are different roles for the members both when playing the game (medic, engineer etc.) and outside the game (clan leader, web-site manager); and clans usually have a power structure where the members are ranked from newbies to clan leaders.", - "persistent MMORPGs are designed to be good environments for forming stable Social Organizations as the players stable identity is taken for granted; there are explicitly designed complementary roles for the players right from the beginning; the games often provide also further specialization possibilities for the players and some of the pre-designed tasks, such as killing a powerful monster, are impossible to achieve without longer term coordination of groups activities. It is no wonder that these games very often provide in-game mechanisms for forming and maintaining guilds and other types of stable Social Organizations." + "many multiplayer first person shooters that have possibility for team play against other teams, such as Return to Castle Wolfenstein: Enemy Territory and Counter-Strike, almost automatically have groups of players forming clans, that is, [[Social Organizations]]. The clans have a stable identity; the players can display their belonging to the clan in different ways; the players belonging to a clan usually share a longer term interest, for example, to rise in the clan ranking, or finally beat a rival clan; there are different roles for the members both when playing the game (medic, engineer etc.) and outside the game (clan leader, web-site manager); and clans usually have a power structure where the members are ranked from newbies to clan leaders.", + "persistent MMORPGs are designed to be good environments for forming stable [[Social Organizations]] as the players stable identity is taken for granted; there are explicitly designed complementary roles for the players right from the beginning; the games often provide also further specialization possibilities for the players and some of the pre-designed tasks, such as killing a powerful monster, are impossible to achieve without longer term coordination of groups activities. It is no wonder that these games very often provide in-game mechanisms for forming and maintaining guilds and other types of stable [[Social Organizations]]." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Alliances", - "file": "Alliances" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Investments", - "file": "Investments" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Shared Rewards", + "file": "SharedRewards" }, { "name": "Handles", "file": "Handles" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Competition", + "file": "Competition" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Competition", - "file": "Competition" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Investments", + "file": "Investments" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { "name": "Status Indicators", "file": "StatusIndicators" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Identification", "file": "Identification" }, - { - "name": "Competence Areas", - "file": "CompetenceAreas" - }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Social Statuses", + "file": "SocialStatuses" + }, + { + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "SocialOrganizations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SocialOrganizations.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SocialStatuses.json b/SocialStatuses.json index ba14ac4df6461cb2fc31533095a4523cd7ae227a..3338f531dbeb20f27c74b06ee5c0233d5bfca652 100644 --- a/SocialStatuses.json +++ b/SocialStatuses.json @@ -2,7 +2,9 @@ "pattern_name": "Social Statuses", "description": "Social Status is defined by the extent to which the player is admired, esteemed or approved by the other players of the game as well as by persons outside the game.", "content": [ - "There are at least three different levels or aspects of [[Social Status]]: the players of the same game instance, the players of the same game, and persons who do not play the game but who might be otherwise interested in the game. [[Social Statuses]] at every level require time to develop naturally and the different levels can have different mechanisms for estimating and displaying [[Social Statuses]]. In any case [[Social Statuses]] form a stable hierarchy over time where some players have higher [[Social Status]] than the others. The hierarchy, naturally, can have different levels if there are enough members in the group forming the hierarchy." + "There are at least three different levels or aspects of [[Social Status]]: the players of the same game instance, the players of the same game, and persons who do not play the game but who might be otherwise interested in the game. [[Social Statuses]] at every level require time to develop naturally and the different levels can have different mechanisms for estimating and displaying [[Social Statuses]]. In any case [[Social Statuses]] form a stable hierarchy over time where some players have higher [[Social Status]] than the others. The hierarchy, naturally, can have different levels if there are enough members in the group forming the hierarchy.", + "Example: high ranking Soccer players can have high [[Social Status]] on every level: from the other players in the same match, from other Soccer players all over the world, and also from the spectators of the match and other people interested in Soccer.", + "Example: in MMORPGs the level of the players is often displayed to other players. This is an explicit indicator of [[Social Status]] based on past performances. If the game also supports guilds or other kinds of stable organizations the rank or the level in the guild might also be displayed." ], "using_the_pattern": [ "[[Social Statuses]] in games are most often linked to players' level of [[Game Mastery]]. However, in games where players have [[Creative Control]], or the games are [[Self-Facilitated Games]], players may make [[Investments]] of time and other real world [[Resources]] in order to gain [[Social Status]], thereby making their striving for [[Social Status]] have [[Extra-Game Consequences]].", @@ -58,134 +60,130 @@ "Potentially conflicting with": [] }, "examples": [ - "high ranking Soccer players can have high Social Status on every level: from the other players in the same match, from other Soccer players all over the world, and also from the spectators of the match and other people interested in Soccer.", - "in MMORPGs the level of the players is often displayed to other players. This is an explicit indicator of Social Status based on past performances. If the game also supports guilds or other kinds of stable organizations the rank or the level in the guild might also be displayed." + "high ranking Soccer players can have high [[Social Status]] on every level: from the other players in the same match, from other Soccer players all over the world, and also from the spectators of the match and other people interested in Soccer.", + "in MMORPGs the level of the players is often displayed to other players. This is an explicit indicator of [[Social Status]] based on past performances. If the game also supports guilds or other kinds of stable organizations the rank or the level in the guild might also be displayed." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Investments", - "file": "Investments" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Public Information", + "file": "PublicInformation" }, { "name": "Handles", "file": "Handles" }, { - "name": "Cooperation", - "file": "Cooperation" - }, - { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Red Queen Dilemmas", + "file": "RedQueenDilemmas" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Competition", - "file": "Competition" + "name": "Penalties", + "file": "Penalties" }, { "name": "Spectators", "file": "Spectators" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Competition", + "file": "Competition" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "Red Queen Dilemmas", - "file": "RedQueenDilemmas" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Investments", + "file": "Investments" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Social Status", - "file": "SocialStatuses" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Alliances", + "file": "Alliances" } ], "pattern_id": "SocialStatuses", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SocialStatuses.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SpatialImmersion.json b/SpatialImmersion.json index 32e95c5244740871f36d52296bf0ecc8b9c4c1c9..498de8a58372090d9e2468bbeb352d61e168fd23 100644 --- a/SpatialImmersion.json +++ b/SpatialImmersion.json @@ -2,7 +2,9 @@ "pattern_name": "Spatial Immersion", "description": "Perceiving movement in the game from the perspective of oneself moving.", "content": [ - "Real-time games which involve moving a game element in a game world, are easier to perform actions in, if one as a player regards the movement of the game element as one was the game element. This [[Spatial Immersion]] does not require any other identification with the game element and simply makes the cognitive processes easier for the player." + "Real-time games which involve moving a game element in a game world, are easier to perform actions in, if one as a player regards the movement of the game element as one was the game element. This [[Spatial Immersion]] does not require any other identification with the game element and simply makes the cognitive processes easier for the player.", + "Example: racing games such as Mario Kart: Double Dash!! or Wipeout put the players in the positions of vehicles moving around racing tracks with the goals of avoid obstacles and being the quickest around the track.", + "Example: first-person shooters easily give players [[Spatial Immersion]] due to the first-person view the games use and the freedom of movement and view they provide." ], "using_the_pattern": [ "[[Spatial Immersion]] is most easily achieved by requiring [[Maneuvering]] of [[Avatars]] in [[Real-Time Games]] using [[First-Person Views]]. However, [[Third-Person Views]] can also works as can other [[Focus Loci]] with the exception of [[God Views]]. Although [[Spatial Immersion]] is most common in [[Real-Time Games,]] even [[Turn-Based Games]] such as RoboRally can give [[Spatial Immersion]] by requiring players to plan their [[Movement]] in advance.", @@ -44,97 +46,93 @@ }, "examples": [ "racing games such as Mario Kart: Double Dash!! or Wipeout put the players in the positions of vehicles moving around racing tracks with the goals of avoid obstacles and being the quickest around the track.", - "first-person shooters easily give players Spatial Immersion due to the first-person view the games use and the freedom of movement and view they provide." + "first-person shooters easily give players [[Spatial Immersion]] due to the first-person view the games use and the freedom of movement and view they provide." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Immersion", + "file": "Immersion" }, { - "name": "God Views", - "file": "GodViews" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Focus Loci", + "file": "FocusLoci" }, { "name": "Dexterity-Based Actions", "file": "Dexterity-BasedActions" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" - }, - { - "name": "Avatars", - "file": "Avatars" - }, - { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Movement", "file": "Movement" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { "name": "Attention Swapping", "file": "AttentionSwapping" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Avatars", + "file": "Avatars" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "God Views", + "file": "GodViews" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Maneuvering", + "file": "Maneuvering" + }, + { + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "SpatialImmersion", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SpatialImmersion.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SpawnPoints.json b/SpawnPoints.json index e9d119ab3c370380289213e61d59dc8787efac37..dfe0b05fef53c0a63bb5bf5e0842e844b70e8b36 100644 --- a/SpawnPoints.json +++ b/SpawnPoints.json @@ -2,7 +2,11 @@ "pattern_name": "Spawn Points", "description": "Positions in the game where Units, Avatars, or Enemies appear.", "content": [ - "All game elements that appear in a gamehave a first initial location, their [[Spawn Point]]. The [[Spawn Points]] are most noticeable in multi-player games since their effect is most apparent to the players already in the game." + "All game elements that appear in a gamehave a first initial location, their [[Spawn Point]]. The [[Spawn Points]] are most noticeable in multi-player games since their effect is most apparent to the players already in the game.", + "Example: [[Spawn Points]] are explicitly used in both single player and multiplayer first-person shooters such as Quake and Return to Castle Wolfenstein: Enemy Territory.", + "Example: the classic arcade game Gauntlet has [[Spawn Points]], which will pour out monsters until the players destroy the monster generators.", + "Example: many roleplaying games and massively multiplayer online games use [[Spawn Points]] for the player [[Avatars]] but also have spawn points for [[Enemies]].", + "Example: Battlefield Vietnam offers some novel variations in Spawn Points: vehicles that can be steered around the game area and tunnel exits that can be created by player actions." ], "using_the_pattern": [ "Almost all games that use [[Spawning]] in [[Game Worlds]] or [[Levels]] make use of [[Spawn Points]]. The main design choice to be made about [[Spawn Points]] is where to locate them. The suitable locations are usually restricted by a number of factors: what is being spawned, what is the intended [[Right Level of Difficulty]], and what should be chance for [[Surprises]] be. It may be of consequences whether the game uses [[Lives]], and how many [[Lives]] a player has left, when determining what [[Spawn Point]] will be used. Further, the effect of being able to do [[Camping]] close to [[Spawn Points]] should be considered when placing [[Spawn Points]].", @@ -32,72 +36,60 @@ "Potentially conflicting with": [] }, "examples": [ - "Spawn Points are explicitly used in both single player and multiplayer first-person shooters such as Quake and Return to Castle Wolfenstein: Enemy Territory.", - "the classic arcade game Gauntlet has Spawn Points, which will pour out monsters until the players destroy the monster generators.", - "many roleplaying games and massively multiplayer online games use Spawn Points for the player Avatars but also have spawn points for Enemies.", + "[[Spawn Points]] are explicitly used in both single player and multiplayer first-person shooters such as Quake and Return to Castle Wolfenstein: Enemy Territory.", + "the classic arcade game Gauntlet has [[Spawn Points]], which will pour out monsters until the players destroy the monster generators.", + "many roleplaying games and massively multiplayer online games use [[Spawn Points]] for the player [[Avatars]] but also have spawn points for [[Enemies]].", "Battlefield Vietnam offers some novel variations in Spawn Points: vehicles that can be steered around the game area and tunnel exits that can be created by player actions." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Enemies", - "file": "Enemies" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Camping", + "file": "Camping" }, { "name": "Levels", "file": "Levels" }, { - "name": "Spawn Points", - "file": "SpawnPoints" - }, - { - "name": "Camping", - "file": "Camping" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { "name": "Producers", "file": "Producers" }, - { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" - }, - { - "name": "Resource Generators", - "file": "ResourceGenerators" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" - }, { "name": "Lives", "file": "Lives" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Safe Havens", + "file": "SafeHavens" } ], "pattern_id": "SpawnPoints", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SpawnPoints.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Spawning.json b/Spawning.json index d6682e2c4cb1605dd063062fcfcf489463762ef5..45fc5ff6e15f43096ffec5171a8af1988bf235c3 100644 --- a/Spawning.json +++ b/Spawning.json @@ -2,7 +2,11 @@ "pattern_name": "Spawning", "description": "The action of an Avatar appearing in the game world.", "content": [ - "All games where new game elements appear during game play must provide means by which these game elements are introduced. [[Spawning]] is one of the common ways of doing this besides letting game elements appear from factories, buildings, and cities which all act as a kind of producer. When [[Spawning]] occurs, it simply places the game elements in the game environment and lets it be able to do actions and be affected by actions in the game world." + "All games where new game elements appear during game play must provide means by which these game elements are introduced. [[Spawning]] is one of the common ways of doing this besides letting game elements appear from factories, buildings, and cities which all act as a kind of producer. When [[Spawning]] occurs, it simply places the game elements in the game environment and lets it be able to do actions and be affected by actions in the game world.", + "Example: Return to Castle Wolfenstein: Enemy Territory moves which spawn points are used in certain levels after major events have taken place, such as blowing up a cave or bank door or blowing up a wall in an old city.", + "Example: Battlefield 1942 allows players to choose where to spawn after being killed from a number of spawn points, where the exact set of points that can be chosen from depends on the teams position in the game.", + "Example: spawning in the same position as another player in Quake killed that player's avatar in what is called a telefrag.", + "Example: The arcade game Gauntlet let players enter ongoing games by being spawned into locations near the other players." ], "using_the_pattern": [ "Besides the design of [[Spawn Points]], which includes deciding if they should be [[Safe Havens]] and creates [[Strategic Locations]], choosing how [[Spawning]] should work is mainly a question of [[Player Balance]]. As [[Spawning]] is typically the result of a [[Penalty]] where players may have had [[Ability Loss]] and may have a bad [[Game State Overview]] due to [[Downtime]], [[Spawning]] players typically are disadvantaged. Several design that can be made to help [[Spawning]] player; letting them have [[Privileged Abilities]] of invulnerability for a certain period of time after [[Spawning]] to make [[Camping]] around the [[Spawn Point]] impossible; letting them purchase or otherwise receive [[Tools]] to ensure a certain level of preparedness; or letting them have several [[Spawn Points]] to choose from so that they have a [[Freedom of Choice]] to make [[Risk/Reward]] decisions.", @@ -60,53 +64,45 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Camping", - "file": "Camping" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Penalties", + "file": "Penalties" }, { "name": "Game Pauses", "file": "GamePauses" }, - { - "name": "Player Killing", - "file": "PlayerKilling" - }, - { - "name": "Risk/Reward", - "file": "RiskReward" - }, { "name": "Team Elimination", "file": "TeamElimination" @@ -116,56 +112,64 @@ "file": "SpawnPoints" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Camping", + "file": "Camping" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Strategic Locations", + "file": "StrategicLocations" + }, + { + "name": "Tools", + "file": "Tools" + }, + { + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Lives", "file": "Lives" }, { - "name": "Tools", - "file": "Tools" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Producers", - "file": "Producers" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Producers", + "file": "Producers" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "Spawning", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Spawning.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Spectators.json b/Spectators.json index f394435784c26080ec3b064e71566bea3b9bff12..e3aa0897ea450bb6fd34317f052191036f61ef61 100644 --- a/Spectators.json +++ b/Spectators.json @@ -2,7 +2,9 @@ "pattern_name": "Spectators", "description": "People, possibly former, current, or future players, who observe the actions that players do in a game without being able to affect the game themselves.", "content": [ - "Not all people who can observe the development of a game played are players. Those who cannot directly affect the game as a player are [[Spectators]]. While these do not experience gameplay directly, they can gain an experience from watching the game and can learn or prepare to play the game." + "Not all people who can observe the development of a game played are players. Those who cannot directly affect the game as a player are [[Spectators]]. While these do not experience gameplay directly, they can gain an experience from watching the game and can learn or prepare to play the game.", + "Example: players whose avatars are killed in Counterstrike have to wait until the next game begins before being able to play. Depending on the server, they may be able to watch as [[Spectators]] while they are waiting or can only view a scoreboard.", + "Example: most tournaments have spectators to the individual games that are played. This allows people participating in the tournament but not in the individual game to follow the gameplay as well as letting other interested people follow the whole tournament." ], "using_the_pattern": [ "[[Spectators]] can either be people who will not be players at all in a game session at all or be used to give players information about the game while not playing or being able to act within it. In either case, they need to be provided with [[Public Information]] in order to be considered [[Spectators]] as they otherwise have no information about the game state. Players currently in the game can temporarily become [[Spectators]] by [[Ultra-Powerful Events]] or [[Turn Taking]] and [[Spectator]] can be used to instantiate [[Downtime]] as a form of [[Penalty]]. Late arriving players can be given a [[Game State Overview]] by being [[Spectators]] for a short period of time before joining the game while games which have [[Player Elimination]] and especially [[Early Elimination]] can use [[Spectators]] to allow the eliminated players to continue to follow the gameplay.", @@ -39,82 +41,78 @@ "Potentially conflicting with": [] }, "examples": [ - "players whose avatars are killed in Counterstrike have to wait until the next game begins before being able to play. Depending on the server, they may be able to watch as Spectators while they are waiting or can only view a scoreboard.", + "players whose avatars are killed in Counterstrike have to wait until the next game begins before being able to play. Depending on the server, they may be able to watch as [[Spectators]] while they are waiting or can only view a scoreboard.", "most tournaments have spectators to the individual games that are played. This allows people participating in the tournament but not in the individual game to follow the gameplay as well as letting other interested people follow the whole tournament." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Social Statuses", - "file": "SocialStatuses" - }, - { - "name": "Single-Player Games", - "file": "Single-PlayerGames" - }, - { - "name": "Early Elimination", - "file": "EarlyElimination" + "name": "Penalties", + "file": "Penalties" }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Early Elimination", + "file": "EarlyElimination" }, { "name": "Game State Overview", "file": "GameStateOverview" }, - { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" - }, { "name": "Public Information", "file": "PublicInformation" }, + { + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" + }, + { + "name": "Downtime", + "file": "Downtime" + }, { "name": "Strategic Knowledge", "file": "StrategicKnowledge" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Single-Player Games", + "file": "Single-PlayerGames" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Tournaments", + "file": "Tournaments" } ], "pattern_id": "Spectators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Spectators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/StatusIndicators.json b/StatusIndicators.json index de0a3d456e7abe789001ba9c85e0ed1eaad0e641..f74cd6c8ddef1e4573fdcb4c59864ed55ddce3c4 100644 --- a/StatusIndicators.json +++ b/StatusIndicators.json @@ -2,7 +2,10 @@ "pattern_name": "Status Indicators", "description": "Players are given information about a certain part of the game state or other players through other means than observing a game element", "content": [ - "Some parts of the game state, especially abstract game elements, cannot easily be visualized within the game through game elements. To present these types of information, the game can either augment the presentation of game elements with extra information or provide areas of the interface which are dedicated for showing this information." + "Some parts of the game state, especially abstract game elements, cannot easily be visualized within the game through game elements. To present these types of information, the game can either augment the presentation of game elements with extra information or provide areas of the interface which are dedicated for showing this information.", + "Example: health bar in first-person shooters or fighting games are common examples of [[Status Indicators]] that are part of the interface of the game.", + "Example: The Light Gem in the Thief series indicates to the players how visible they are, and thus the risk of being detected by guards.", + "Example: the jewel-shaped marker in The Sims is a [[Status Indicator]] that shows which character is controlled by the player." ], "using_the_pattern": [ "[[Status Indicators]] are an option to [[Book-Keeping Tokens]] in games that have [[Dedicated Game Facilitators]]. Although they are not game elements they may be observed within [[Game Worlds]] when they are instantiated through dynamic [[Outstanding Features]] in the environment.", @@ -42,91 +45,83 @@ ] }, "examples": [ - "health bar in first-person shooters or fighting games are common examples of Status Indicators that are part of the interface of the game.", + "health bar in first-person shooters or fighting games are common examples of [[Status Indicators]] that are part of the interface of the game.", "The Light Gem in the Thief series indicates to the players how visible they are, and thus the risk of being detected by guards.", - "the jewel-shaped marker in The Sims is a Status Indicator that shows which character is controlled by the player." + "the jewel-shaped marker in The Sims is a [[Status Indicator]] that shows which character is controlled by the player." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Race", - "file": "Race" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Damage", - "file": "Damage" + "name": "Score", + "file": "Score" }, { "name": "Social Organizations", "file": "SocialOrganizations" }, { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "First-Person Views", - "file": "First-PersonViews" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Tension", - "file": "Tension" + "name": "Damage", + "file": "Damage" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "Focus Loci", - "file": "FocusLoci" - }, - { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "First-Person Views", + "file": "First-PersonViews" }, { - "name": "Score", - "file": "Score" + "name": "Tension", + "file": "Tension" }, { - "name": "Status Indicator", - "file": "StatusIndicators" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Social Statuses", + "file": "SocialStatuses" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Race", + "file": "Race" } ], "pattern_id": "StatusIndicators", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "StatusIndicators.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Stealth.json b/Stealth.json index aff506d18fda324b2d6688e8d9b199a0831dea0c..209be500de11d65f2af4e129278c27dcb6f5ac0b 100644 --- a/Stealth.json +++ b/Stealth.json @@ -2,7 +2,9 @@ "pattern_name": "Stealth", "description": "Stealth is the goal to move through a certain area and perform an action without being detected.", "content": [ - "Sometimes favorable conditions in a game can be achieved by not having one's actions noticed by other players. When this is the case, players have [[Stealth]] goals that force them to plan actions that minimize the risks of being noticed while still completing the required actions." + "Sometimes favorable conditions in a game can be achieved by not having one's actions noticed by other players. When this is the case, players have [[Stealth]] goals that force them to plan actions that minimize the risks of being noticed while still completing the required actions.", + "Example: Thief: The Dark Project and the other games in the series exemplify a game using [[Stealth]]. The player is a master thief, Garrett, who lives in a medieval fantasy world and performs his duties by relieving the rich nobles of their riches. The main goal is to collect the valuable items, while the secondary goal is to avoid being detected by the [[Guards]] while moving around the [[Level]] s.", + "Example: Many children's' games are based on one person trying to find the other players while at the same time trying to [[Guard]] an area that is a safe zone for the other players. If the other players, by a combination of stealth and running, make it to the safe zone they are home free and do not have to be the player guarding the safe zone in the next game." ], "using_the_pattern": [ "[[Stealth]] is a compound goal pattern using [[Conceal]] together with [[Evade]] with a secondary goal involving [[Movement]] or other actions from the player, normally [[Rescue]], [[Traverse]], [[Delivery]], [[Camping]], or [[Gain Ownership]] (including gaining [[Area Control]] simply by being undetected in a particular place). Designing the [[Stealth]] goal consists not only of choosing between the different design options of these patterns, but also determining what player actions can reveal the players and what the [[Tradeoffs]] are between the various [[Risk/Reward]] relations for each action in a given context.", @@ -43,15 +45,11 @@ ] }, "examples": [ - "Thief: The Dark Project and the other games in the series exemplify a game using Stealth. The player is a master thief, Garrett, who lives in a medieval fantasy world and performs his duties by relieving the rich nobles of their riches. The main goal is to collect the valuable items, while the secondary goal is to avoid being detected by the Guards while moving around the Level s.", - "Many children's' games are based on one person trying to find the other players while at the same time trying to Guard an area that is a safe zone for the other players. If the other players, by a combination of stealth and running, make it to the safe zone they are home free and do not have to be the player guarding the safe zone in the next game." + "Thief: The Dark Project and the other games in the series exemplify a game using [[Stealth]]. The player is a master thief, Garrett, who lives in a medieval fantasy world and performs his duties by relieving the rich nobles of their riches. The main goal is to collect the valuable items, while the secondary goal is to avoid being detected by the [[Guards]] while moving around the [[Level]] s.", + "Many children's' games are based on one person trying to find the other players while at the same time trying to [[Guard]] an area that is a safe zone for the other players. If the other players, by a combination of stealth and running, make it to the safe zone they are home free and do not have to be the player guarding the safe zone in the next game." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ - { - "name": "Safe Havens", - "file": "SafeHavens" - }, { "name": "Guard", "file": "Guard" @@ -65,80 +63,72 @@ "file": "Camping" }, { - "name": "Guards", - "file": "Guard" - }, - { - "name": "Reconnaissance", - "file": "Reconnaissance" - }, - { - "name": "Tradeoffs", - "file": "Tradeoffs" - }, - { - "name": "Level", - "file": "Levels" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Movement", + "file": "Movement" }, { - "name": "Tension", - "file": "Tension" + "name": "Evade", + "file": "Evade" }, { "name": "Alarms", "file": "Alarms" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Herd", + "file": "Herd" }, { - "name": "Movement", - "file": "Movement" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { "name": "Rescue", "file": "Rescue" }, { - "name": "Evade", - "file": "Evade" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Tension", + "file": "Tension" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Herd", - "file": "Herd" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Gain Ownership", + "file": "GainOwnership" } ], "pattern_id": "Stealth", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780265", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Stealth.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/StimulatedPlanning.json b/StimulatedPlanning.json index 7ca61fa7b390b9761423d4e307fbadb28c4b1e0b..a2b28c8171c4522b7dbe1e14511066959860bfb5 100644 --- a/StimulatedPlanning.json +++ b/StimulatedPlanning.json @@ -2,7 +2,9 @@ "pattern_name": "Stimulated Planning", "description": "Games that encourage players to plan about certain aspects of the game.", "content": [ - "Some games provide players with the opportunity to know with some certainty the outcomes of actions and thereby be able to plan what to do thereafter. The certainty of the outcomes and the number of possible future game states after a couple of actions decide if these games can be said to encourage [[Stimulated Planning]] amongst players." + "Some games provide players with the opportunity to know with some certainty the outcomes of actions and thereby be able to plan what to do thereafter. The certainty of the outcomes and the number of possible future game states after a couple of actions decide if these games can be said to encourage [[Stimulated Planning]] amongst players.", + "Example: Real-time strategy games that provide different types of units and special abilities encourage players to plan how they are going to play before actually starting to play the games.", + "Example: Games such as Go and Chess that provide players with perfect information and no unpredictability to the effects of actions provide ample support for [[Stimulated Planning]]." ], "using_the_pattern": [ "[[Stimulated Planning]] requires that players have a [[Freedom of Choice]] between different actions and that those actions have [[Predictable Consequences]]. Besides making these two requirements exist in a game design, [[Stimulated Planning]] requires reasons for doing the planning and means for players to be able to do the planning. [[Direct Information]] and [[Perfect Information]] supports [[Predictable Consequences]], either by allowing players to know the game state with certainty and thereby the possible actions, or by giving players exact feedback on actions. [[Symmetric Information]] can provide players with information about other players' goals and game elements, thereby stimulating planning, with the added feature that players know what other players know. [[Public Information]] can provide players with information about other players' goals or tactics, thereby also increasing the possibility of having [[Predictable Consequences]] of the players' own actions and tactics. [[Near Miss Indicators]] can help players readjust their planning, either by noticing their own failures or by becoming aware of other players' actions. [[Cut Scenes]] can provide players with overviews of the challenges they will later face.", @@ -79,221 +81,217 @@ }, "examples": [ "Real-time strategy games that provide different types of units and special abilities encourage players to plan how they are going to play before actually starting to play the games.", - "Games such as Go and Chess that provide players with perfect information and no unpredictability to the effects of actions provide ample support for Stimulated Planning." + "Games such as Go and Chess that provide players with perfect information and no unpredictability to the effects of actions provide ample support for [[Stimulated Planning]]." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" - }, - { - "name": "Experimenting", - "file": "Experimenting" + "name": "Score", + "file": "Score" }, { - "name": "Right Level of Complexity", - "file": "RightLevelofComplexity" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Timing", - "file": "Timing" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Units", + "file": "Units" }, { - "name": "Investments", - "file": "Investments" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Converters", - "file": "Converters" + "name": "Container", + "file": "Container" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Timing", + "file": "Timing" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Book-Keeping Tokens", - "file": "Book-KeepingTokens" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Extended Actions", - "file": "ExtendedActions" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Direct Information", + "file": "DirectInformation" }, { - "name": "Container", - "file": "Container" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Units", - "file": "Units" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Investments", + "file": "Investments" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Resources", + "file": "Resources" }, { - "name": "Direct Information", - "file": "DirectInformation" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Converters", + "file": "Converters" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Book-Keeping Tokens", + "file": "Book-KeepingTokens" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Resources", - "file": "Resources" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Producers", - "file": "Producers" + "name": "Right Level of Complexity", + "file": "RightLevelofComplexity" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Score", - "file": "Score" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Producers", + "file": "Producers" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Symmetric Information", + "file": "SymmetricInformation" } ], "pattern_id": "StimulatedPlanning", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "StimulatedPlanning.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Storytelling.json b/Storytelling.json index 122dcba46971325081121d0d7bb4a3de4e925dae..be9b55313c2e5ba75dbef8ba3d3907ff5ee02da7 100644 --- a/Storytelling.json +++ b/Storytelling.json @@ -2,7 +2,9 @@ "pattern_name": "Storytelling", "description": "The act of telling storieswithin the game.", "content": [ - "Some games promote players to tell stories within games. This may be retelling of actions and events that players have done, the history of the [[Game World]], or part of creating the [[Game World]]." + "Some games promote players to tell stories within games. This may be retelling of actions and events that players have done, the history of the [[Game World]], or part of creating the [[Game World]].", + "Example: Once upon a Time is a card game based around storytelling. Players play cards with story concepts to be allowed to continue the story based upon the narrative started by other players.", + "Example: The role of game masters in roleplaying games is partly that of storyteller, merging the preplanned events with the actions the players have performed within the [[Game World]]. The gameplay in these games is based on [[Storytelling]] assisted with background material such as maps and rulebooks." ], "using_the_pattern": [ "[[Storytelling]] in games can be done both by [[Dedicated Game Facilitators]] and by players. The stories told do not have to be part of the [[Narrative Structure]] of the [[Game World]] but can be in several different ways. First, they can be explanations of the history and current state of the Alternative Reality of the [[Game World]] and this is the typical way [[Storytelling]] is done by [[Dedicated Game Facilitators]] to advance the [[Narrative Structure]]. Second, the stories can be part of [[Roleplaying]], the retelling of previous gameplay within [[Consistent Reality Logic]]. Third, the stories can be part of creating and expanding the [[Narrative Structure]] rather than unfolding an existing structure, although this requires [[Game Masters]] or [[Self-Facilitated Games]]. Providing back stories for [[Characters]] is an area where players usually are allowed [[Creative Control]] for [[Storytelling]], even in games with tightly restricted [[Narrative Structures]].", @@ -54,125 +56,121 @@ }, "examples": [ "Once upon a Time is a card game based around storytelling. Players play cards with story concepts to be allowed to continue the story based upon the narrative started by other players.", - "The role of game masters in roleplaying games is partly that of storyteller, merging the preplanned events with the actions the players have performed within the Game World. The gameplay in these games is based on Storytelling assisted with background material such as maps and rulebooks." + "The role of game masters in roleplaying games is partly that of storyteller, merging the preplanned events with the actions the players have performed within the [[Game World]]. The gameplay in these games is based on [[Storytelling]] assisted with background material such as maps and rulebooks." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Alternative Reality", - "file": "AlternativeReality" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Characters", - "file": "Characters" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Persistent Game Worlds", + "file": "PersistentGameWorlds" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Alternative Reality", + "file": "AlternativeReality" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Creative Control", - "file": "CreativeControl" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Characters", + "file": "Characters" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Creative Control", + "file": "CreativeControl" }, { - "name": "Persistent Game Worlds", - "file": "PersistentGameWorlds" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "Storytelling", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Storytelling.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/StrategicKnowledge.json b/StrategicKnowledge.json index 2c329a146de4b62dd7431846b87bce705d5c978d..6984891361a49ea064390d77fa68ef025ac4e516 100644 --- a/StrategicKnowledge.json +++ b/StrategicKnowledge.json @@ -2,7 +2,9 @@ "pattern_name": "Strategic Knowledge", "description": "Knowledge based on processing information about the game elements, rules, possible actions, or evaluation functions of a game without regards to a specific game state.", "content": [ - "Many games are easier to win if players have information about how the actions and events work, even though it is not necessarily required to be able to play. When this information is usable for all game sessions of the same game, the information is [[Strategic Knowledge]] about the game." + "Many games are easier to win if players have information about how the actions and events work, even though it is not necessarily required to be able to play. When this information is usable for all game sessions of the same game, the information is [[Strategic Knowledge]] about the game.", + "Example: The locations of power-ups and pick-ups in first-person shooter deathmatches are essential knowledge for players to successfully compete against each other.", + "Example: The knowledge of long sequences of combos in fighting games such as the Tekken or Dead or Alive series are [[Strategic Knowledge]] to players, even if they may not have the skill to successfully perform them." ], "using_the_pattern": [ "Providing players with [[Strategic Knowledge]] about rules are necessary in [[Self-Facilitated Games]] but can be used to create [[Smooth Learning Curves]] in other games. Besides rules, [[Strategic Knowledge]] can be about the configuration of the [[Game World]], the value of different goals, how to perform certain actions, and the likelihood of different actions and events to take place in a game.", @@ -77,213 +79,209 @@ }, "examples": [ "The locations of power-ups and pick-ups in first-person shooter deathmatches are essential knowledge for players to successfully compete against each other.", - "The knowledge of long sequences of combos in fighting games such as the Tekken or Dead or Alive series are Strategic Knowledge to players, even if they may not have the skill to successfully perform them." + "The knowledge of long sequences of combos in fighting games such as the Tekken or Dead or Alive series are [[Strategic Knowledge]] to players, even if they may not have the skill to successfully perform them." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Guard", - "file": "Guard" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Experimenting", - "file": "Experimenting" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Betting", - "file": "Betting" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Perfect Information", + "file": "PerfectInformation" }, { "name": "Unknown Goals", "file": "UnknownGoals" }, { - "name": "Smooth Learning Curves", - "file": "SmoothLearningCurves" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Extra-Game Information", + "file": "Extra-GameInformation" }, { - "name": "Luck", - "file": "Luck" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Game World Navigation", - "file": "GameWorldNavigation" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Smooth Learning Curves", + "file": "SmoothLearningCurves" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Combos", + "file": "Combos" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Extra-Game Actions", - "file": "Extra-GameActions" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Combos", - "file": "Combos" + "name": "Game World Navigation", + "file": "GameWorldNavigation" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Extra-Game Actions", + "file": "Extra-GameActions" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Dice", - "file": "Dice" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Resources", + "file": "Resources" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Dice", + "file": "Dice" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { "name": "Selectable Sets of Goals", "file": "SelectableSetsofGoals" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" - }, - { - "name": "Damage", - "file": "Damage" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Area Control", + "file": "AreaControl" }, { "name": "Race", "file": "Race" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Betting", + "file": "Betting" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Guard", + "file": "Guard" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Extra-Game Information", - "file": "Extra-GameInformation" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Resources", - "file": "Resources" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Damage", + "file": "Damage" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Luck", + "file": "Luck" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Meta Games", + "file": "MetaGames" } ], "pattern_id": "StrategicKnowledge", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "StrategicKnowledge.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/StrategicLocations.json b/StrategicLocations.json index 04b10b33adde4555c113a813f123d34af05d2884..7e9d61ec9d50096943251993e19ea38930a309a7 100644 --- a/StrategicLocations.json +++ b/StrategicLocations.json @@ -2,7 +2,9 @@ "pattern_name": "Strategic Locations", "description": "Strategic Locations are areas in the Game World that give an advantage to the players controlling them.", "content": [ - "Their value can be that they contain game elements that allow certain actions or resources unavailable elsewhere, or that they control the access to other areas of the [[Game World]]." + "Their value can be that they contain game elements that allow certain actions or resources unavailable elsewhere, or that they control the access to other areas of the [[Game World]].", + "Example: The player who controls the center of the game board in Chess, especially with officers, has a significant strategic advantage.", + "Example: Controlling locations that produce valuable resources, such as the cities in Civilization, provide the player a long-term strategic advantage." ], "using_the_pattern": [ "[[Strategic Locations]] may be either explicit by the presence of game elements or implicit deriving from the relationship between the location and other locations in the game. Explicit [[Strategic Locations]] can easily be created by the placement of [[Resource Generators]], [[Resource Locations]], [[Chargers]], [[Tiles]],[[Pick-Ups]], [[Power-Ups]], [[Controllers]], [[Safe Havens]], [[Spawn Points]], and [[Goal Points]]. To ensure players' awareness of [[Strategic Locations]], they can be set to stand out in the visual design of the [[Game World]] as [[Outstanding Features]]. Implicit [[Strategic Locations]] may be intentionally created by the arrangement of explicit [[Strategic Locations]] nearby, or they may be emergent features due to [[Randomness]] of[[Resource]] allocation or due to the combinations of player strategies. In either case, [[Strategic Locations]] can affect [[Player Balance]], typically by giving advantages in [[Combat]].", @@ -57,112 +59,112 @@ "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" - }, - { - "name": "Guard", - "file": "Guard" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Combat", + "file": "Combat" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Memorizing", + "file": "Memorizing" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { "name": "Player Constructed Worlds", "file": "PlayerConstructedWorlds" }, { - "name": "Memorizing", - "file": "Memorizing" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Controllers", + "file": "Controllers" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Gain Ownership", "file": "GainOwnership" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Traverse", + "file": "Traverse" + }, + { + "name": "Spawning", + "file": "Spawning" }, { "name": "Spawn Points", "file": "SpawnPoints" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Combat", - "file": "Combat" + "name": "Tiles", + "file": "Tiles" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Guard", + "file": "Guard" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Game World", + "file": "GameWorld" } ], "pattern_id": "StrategicLocations", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "StrategicLocations.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SupportingGoals.json b/SupportingGoals.json index 293f4a4298fc9401620932a5b8b42bc2abbfc41a..ad337a8f610b3b9b9ae560951470fde29517301c 100644 --- a/SupportingGoals.json +++ b/SupportingGoals.json @@ -2,7 +2,10 @@ "pattern_name": "Supporting Goals", "description": "Completion of a Supporting Goal helps the player achieve the other, sometimes specific, goals of the game.", "content": [ - "Many games have goals that cannot be solved, or are very difficult to solve, before a number of specific other goals have been completed. These other goals, [[Supporting Goals]], can either give information, provide game elements, make new actions available, or simply provide more resources, all of which help or make possible the completion of the main goal. Noah Falstein has described similar goal designs of [[Supporting Goals]] as a part of his Crisis Structure [Falstein99], while Kreimeier introduces a similar concept, weenie chains [Kreimeier02], to solve the problem that players \"might loose their sense of direction with respect to how the game world unfolds.\" Although not defined as goals, these weenies act as information carriers to inform players what goals exist in the game." + "Many games have goals that cannot be solved, or are very difficult to solve, before a number of specific other goals have been completed. These other goals, [[Supporting Goals]], can either give information, provide game elements, make new actions available, or simply provide more resources, all of which help or make possible the completion of the main goal. Noah Falstein has described similar goal designs of [[Supporting Goals]] as a part of his Crisis Structure [Falstein99], while Kreimeier introduces a similar concept, weenie chains [Kreimeier02], to solve the problem that players \"might loose their sense of direction with respect to how the game world unfolds.\" Although not defined as goals, these weenies act as information carriers to inform players what goals exist in the game.", + "Example: In the case of Chess, the subgoals of capturing the opponent's pieces can be seen as [[Supporting Goals]] for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate but make it easier to complete.", + "Example: Getting the power pill in Pac-Man can be seen as a [[Supporting Goal]] for the goal of taking all the pills as the ghosts cannot capture Pac-Man during the time he is affected by the power pill.", + "Example: Real-time strategy games, such as Age of Empires, have many [[Supporting Goals]], from identifying and collecting resources to building defenses and scouting enemy territory, all of which support the goal of defeating the opponents. Much of the skill in those games lies in balancing the struggle towards the different [[Supporting Goals]] so that the chances of succeeding with the overarching goal are maximized given the particular circumstances of a specific game instance." ], "using_the_pattern": [ "Using [[Supporting Goals]] usually starts by defining a higher-level goal and continues by breaking that goal into smaller goals that are fairly independent of each other. In some cases, e. g., when the goal is to travel to a specific location, the [[Supporting Goals]] can be incorporated into a [[Progress Indicator]] as landmarks or road signs indicating the remaining distance.", @@ -46,99 +49,91 @@ ] }, "examples": [ - "In the case of Chess, the subgoals of capturing the opponent's pieces can be seen as Supporting Goals for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate but make it easier to complete.", - "Getting the power pill in Pac-Man can be seen as a Supporting Goal for the goal of taking all the pills as the ghosts cannot capture Pac-Man during the time he is affected by the power pill.", - "Real-time strategy games, such as Age of Empires, have many Supporting Goals, from identifying and collecting resources to building defenses and scouting enemy territory, all of which support the goal of defeating the opponents. Much of the skill in those games lies in balancing the struggle towards the different Supporting Goals so that the chances of succeeding with the overarching goal are maximized given the particular circumstances of a specific game instance." + "In the case of Chess, the subgoals of capturing the opponent's pieces can be seen as [[Supporting Goals]] for the higher level goal of checkmating the king. They are not necessary to achieve the checkmate but make it easier to complete.", + "Getting the power pill in Pac-Man can be seen as a [[Supporting Goal]] for the goal of taking all the pills as the ghosts cannot capture Pac-Man during the time he is affected by the power pill.", + "Real-time strategy games, such as Age of Empires, have many [[Supporting Goals]], from identifying and collecting resources to building defenses and scouting enemy territory, all of which support the goal of defeating the opponents. Much of the skill in those games lies in balancing the struggle towards the different [[Supporting Goals]] so that the chances of succeeding with the overarching goal are maximized given the particular circumstances of a specific game instance." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" - }, - { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Pick-Ups", + "file": "Pick-Ups" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Player Balance", "file": "PlayerBalance" }, - { - "name": "Improved Abilities", - "file": "ImprovedAbilities" - }, - { - "name": "New Abilities", - "file": "NewAbilities" - }, { "name": "Risk/Reward", "file": "RiskReward" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, { - "name": "Race", - "file": "Race" + "name": "Optional Goals", + "file": "OptionalGoals" }, { - "name": "Pick-Ups", - "file": "Pick-Ups" + "name": "Resources", + "file": "Resources" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Resources", - "file": "Resources" + "name": "Gain Information", + "file": "GainInformation" }, { "name": "Red Herrings", "file": "RedHerrings" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Tradeoffs", + "file": "Tradeoffs" + }, + { + "name": "Conflict", + "file": "Conflict" + }, + { + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { "name": "Area Control", "file": "AreaControl" }, { - "name": "Supporting Goal", - "file": "SupportingGoals" + "name": "Race", + "file": "Race" } ], "pattern_id": "SupportingGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SupportingGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Surprises.json b/Surprises.json index 49d9f4438e4461200000ab06d2da0c258510979d..f28ca744a66cd908b28e3737229f8721a5f4d01c 100644 --- a/Surprises.json +++ b/Surprises.json @@ -2,7 +2,10 @@ "pattern_name": "Surprises", "description": "Events and consequences that are unexpected by players and disturb their attention.", "content": [ - "Not all things that happen in games can be foreseen by players, and this is often one of the charms of playing games. When these events not only are unpredicted but the possibility of them happening has not occurred to players, these events are [[Surprises]] and catch the players' attention." + "Not all things that happen in games can be foreseen by players, and this is often one of the charms of playing games. When these events not only are unpredicted but the possibility of them happening has not occurred to players, these events are [[Surprises]] and catch the players' attention.", + "Example: First person-shooters where players cannot have awareness over everything in their surroundings can easily cause [[Surprises]], for example, being attacked from an unsuspected direction. Many of these games also include [[Surprises]] in the form of secret rooms.", + "Example: One of the strengths of having stories in games is that they allow for [[Surprises]] to be planned so that they occur at certain points in gameplay.", + "Example: One of the primary rewards for being a game master in roleplaying games is to be surprised by what the players do with the [[Game World]] and the story one has constructed." ], "using_the_pattern": [ "One requirement for [[Surprises]] is the absence of [[Game State Overview]] or the presence of [[Imperfect Information]] or [[Limited Foresight]]. Because of this, [[Surprises]] are most often achieved by having [[Dedicated Game Facilitators]] such as [[Game Masters]]. [[Never Ending Stories]] are a way of overcoming the problems of [[Narrative Structures]] by combining [[Surprises]] with [[Replayability]], thus making the narrative continue and change forever. Relying on the unexpected, [[Surprises]] are difficult to combine with [[Predictable Consequences]] and [[Replayability]] due to [[Trans-Game Information]] between game instances; and especially difficult when players' have [[Anticipation]] of future events through [[Hovering Closures]]. Likewise, too many [[Surprises]] in games can negatively influence players' [[Perceived Chance to Succeed]] and [[Illusion of Influence]]. [[Self-Facilitated Games]] also are limited in how to create [[Surprises]] since specific [[Surprises]] cannot be initiated as reactions to current game states without being known.", @@ -73,203 +76,195 @@ ] }, "examples": [ - "First person-shooters where players cannot have awareness over everything in their surroundings can easily cause Surprises, for example, being attacked from an unsuspected direction. Many of these games also include Surprises in the form of secret rooms.", - "One of the strengths of having stories in games is that they allow for Surprises to be planned so that they occur at certain points in gameplay.", - "One of the primary rewards for being a game master in roleplaying games is to be surprised by what the players do with the Game World and the story one has constructed." + "First person-shooters where players cannot have awareness over everything in their surroundings can easily cause [[Surprises]], for example, being attacked from an unsuspected direction. Many of these games also include [[Surprises]] in the form of secret rooms.", + "One of the strengths of having stories in games is that they allow for [[Surprises]] to be planned so that they occur at certain points in gameplay.", + "One of the primary rewards for being a game master in roleplaying games is to be surprised by what the players do with the [[Game World]] and the story one has constructed." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { "name": "Leaps of Faith", "file": "LeapsofFaith" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "God's Finger", - "file": "God'sFinger" + "name": "Immersion", + "file": "Immersion" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Traces", - "file": "Traces" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Limited Foresight", - "file": "LimitedForesight" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Traces", + "file": "Traces" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Disruption of Focused Attention", - "file": "DisruptionofFocusedAttention" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Levels", + "file": "Levels" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Levels", - "file": "Levels" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Limited Foresight", + "file": "LimitedForesight" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Disruption of Focused Attention", + "file": "DisruptionofFocusedAttention" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Damage", - "file": "Damage" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "God's Finger", + "file": "God'sFinger" }, { - "name": "Immersion", - "file": "Immersion" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { "name": "Construction", "file": "Construction" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Identification", + "file": "Identification" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Damage", + "file": "Damage" }, { - "name": "Identification", - "file": "Identification" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Role Reversal", + "file": "RoleReversal" } ], "pattern_id": "Surprises", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Surprises.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Survive.json b/Survive.json index afbe4c72d199bec94f3ccd1b9b4c4e0805f233e3..6b577b30dba2bf733c5fa7103a256b3fd64f1224 100644 --- a/Survive.json +++ b/Survive.json @@ -2,7 +2,8 @@ "pattern_name": "Survive", "description": "The goal of trying to avoid being killed by actions of other players and events in the game.", "content": [ - "Many games have effects that capture, destroy, kill, or eliminate game elements depending on the theme of the game. As these events are usually negative for the players who control the game elements, they have the expected goal of trying to make these units [[Survive]]." + "Many games have effects that capture, destroy, kill, or eliminate game elements depending on the theme of the game. As these events are usually negative for the players who control the game elements, they have the expected goal of trying to make these units [[Survive]].", + "Example: The players are, sooner or later, going to have all their ships destroyed in Space Invaders or Asteroids, but surviving allows the players to keep on playing to gain enough points to reach a high score position." ], "using_the_pattern": [ "Defining a [[Survive]] goal for a player includes determining what game element should [[Survive]], what danger exists and what actions the player can perform to avoid having game elements eliminated. The archetypical game element connected to a [[Survive]] goal is an [[Avatar]], but having a certain amount percentage of [[Units]] [[Survive]] (as for example in Lemmings) can also be used. Gaining knowledge of what dangers exist and how dangerous they are offers possibilities for [[Supporting Goals]] that can either support [[Stimulated Planning]] or make the goal to [[Survive]] easier in itself.", @@ -38,6 +39,14 @@ ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ + { + "name": "Player Elimination", + "file": "PlayerElimination" + }, + { + "name": "Conceal", + "file": "Conceal" + }, { "name": "Avatars", "file": "Avatars" @@ -47,40 +56,32 @@ "file": "Eliminate" }, { - "name": "Units", - "file": "Units" + "name": "Lives", + "file": "Lives" }, { - "name": "Player Elimination", - "file": "PlayerElimination" + "name": "Units", + "file": "Units" }, { "name": "Preventing Goals", "file": "PreventingGoals" }, - { - "name": "Last Man Standing", - "file": "LastManStanding" - }, { "name": "Continuous Goals", "file": "ContinuousGoals" }, { - "name": "Lives", - "file": "Lives" - }, - { - "name": "Conceal", - "file": "Conceal" + "name": "Last Man Standing", + "file": "LastManStanding" } ], "pattern_id": "Survive", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780324", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Survive.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SymmetricGoals.json b/SymmetricGoals.json index b3ce1ba0ef3b49a41c96dbfbf9c6a23dee02cbac..08434d0589be6ac6b2fde59105f537ba87b3ba98 100644 --- a/SymmetricGoals.json +++ b/SymmetricGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Symmetric Goals", "description": "The players have goals with the same definition, for example, to be the first one to reach a certain area or amount of points, solve a problem, find an item, or overcome the opponent.", "content": [ - "[[Symmetric Goals]] are goals that several different players have that can be generalized to fit the same definition without changing the structure of the individual goal definitions. For example, Chess has the goals \"capture the white king\" and \"capture the black king,\" which although not exactly the same, can be generalized as \"capture the other player's king,\" which has the same basic structure and clarifies what actions are necessary to complete the goal." + "[[Symmetric Goals]] are goals that several different players have that can be generalized to fit the same definition without changing the structure of the individual goal definitions. For example, Chess has the goals \"capture the white king\" and \"capture the black king,\" which although not exactly the same, can be generalized as \"capture the other player's king,\" which has the same basic structure and clarifies what actions are necessary to complete the goal.", + "Example: An archetypical [[Symmetric Goal]] is that of a simple race: to be the first player to reach a goal.", + "Example: A typical example of a [[Symmetric Goal]] is to surround the highest number of empty spaces in Japanese versions of Go." ], "using_the_pattern": [ "If the relevant information is available, [[Symmetric Goals]] can allow players to anticipate other players' strategies, so setting the [[Right Level of Complexity]] in a game with [[Symmetric Goals]] depends on how information is presented. Allowing [[Perfect Information]] may allow [[Strategic Knowledge]] but also [[Analysis Paralysis]] so that a [[Time Limit]] might be necessary. [[Imperfect Information]] or [[Game State Overview]] may support [[Strategic Knowledge]] to a certain extent but without ending up with [[Analysis Paralysis]]. Combining [[Unknown Goals]] with [[Symmetric Goals]] is difficult, since players may infer other players' goals from the similarity in actions between them.", @@ -35,62 +37,58 @@ ] }, "examples": [ - "An archetypical Symmetric Goal is that of a simple race: to be the first player to reach a goal.", - "A typical example of a Symmetric Goal is to surround the highest number of empty spaces in Japanese versions of Go." + "An archetypical [[Symmetric Goal]] is that of a simple race: to be the first player to reach a goal.", + "A typical example of a [[Symmetric Goal]] is to surround the highest number of empty spaces in Japanese versions of Go." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Race", - "file": "Race" - }, - { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { "name": "Competition", "file": "Competition" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Overcome", + "file": "Overcome" }, { "name": "Last Man Standing", "file": "LastManStanding" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Mutual Goals", + "file": "MutualGoals" }, { - "name": "Symmetric Goal", - "file": "SymmetricGoals" + "name": "Race", + "file": "Race" } ], "pattern_id": "SymmetricGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SymmetricGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SymmetricInformation.json b/SymmetricInformation.json index 96430543fd240530658ff3d66737e6ca8fb446bf..1bc9e2d98b49c1c50526b2dad4cc2aeb8115d3e6 100644 --- a/SymmetricInformation.json +++ b/SymmetricInformation.json @@ -2,7 +2,10 @@ "pattern_name": "Symmetric Information", "description": "All players have the same information about the game state, or part of the game state, available to them", "content": [ - "In some games, all players have the same information, so the mastery of the game does not rely on having specific information. The simplest and most often used case is having the whole game state known to the players, as in many traditional board games." + "In some games, all players have the same information, so the mastery of the game does not rely on having specific information. The simplest and most often used case is having the whole game state known to the players, as in many traditional board games.", + "Example: Trick-taking card games have [[Symmetric Information]] about the cards that have been played. Typically, this means that players start with no shared information about who has which cards, but this knowledge grows until the last trick has been played and all players know the exact distribution of cards.", + "Example: Chess and Go, as well as nearly all other traditional board games, have all information public, making the distribution symmetric by default. In most cases, the information is simply where all pieces are and what strengths they have.", + "Example: In the tile-laying game Carcassonne, all players have the same amount of information: the configuration of placed tiles and where players have placed their tiles. No players know the order in which the remaining tile will come into play." ], "using_the_pattern": [ "Game designers can implement enforced or potential [[Symmetric Information]]. Enforced [[Symmetric Information]] means that the action and events in the game are designed so that all players are presented with the same information openly. Potential [[Symmetric Information]] occurs when several players have some information, not necessarily the same, but can deduce the same additional information from the information that is known. The use of enforced [[Symmetric Information]] on players' information makes it less risky to have that information as [[Public Information]], as the possibility of passing sensitive information is avoided.", @@ -40,67 +43,63 @@ ] }, "examples": [ - "Trick-taking card games have Symmetric Information about the cards that have been played. Typically, this means that players start with no shared information about who has which cards, but this knowledge grows until the last trick has been played and all players know the exact distribution of cards.", + "Trick-taking card games have [[Symmetric Information]] about the cards that have been played. Typically, this means that players start with no shared information about who has which cards, but this knowledge grows until the last trick has been played and all players know the exact distribution of cards.", "Chess and Go, as well as nearly all other traditional board games, have all information public, making the distribution symmetric by default. In most cases, the information is simply where all pieces are and what strengths they have.", "In the tile-laying game Carcassonne, all players have the same amount of information: the configuration of placed tiles and where players have placed their tiles. No players know the order in which the remaining tile will come into play." ], "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Trading", - "file": "Trading" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Predefined Goals", + "file": "PredefinedGoals" }, { "name": "Negotiation", "file": "Negotiation" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" - }, - { - "name": "Predefined Goals", - "file": "PredefinedGoals" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { "name": "Stimulated Planning", "file": "StimulatedPlanning" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Trading", + "file": "Trading" }, { "name": "Bluffing", "file": "Bluffing" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Perfect Information", + "file": "PerfectInformation" } ], "pattern_id": "SymmetricInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SymmetricInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SymmetricResourceDistribution.json b/SymmetricResourceDistribution.json index 9302fad1591b6c5d314ab7fe09f003b0e825b6eb..d8ca47e5289f9d6c45cf2fe1c2b25a8671091972 100644 --- a/SymmetricResourceDistribution.json +++ b/SymmetricResourceDistribution.json @@ -2,7 +2,9 @@ "pattern_name": "Symmetric Resource Distribution", "description": "The resources are distributed symmetrically and evenly among the players, that is, the players have similar access and ownership rights to the resources.", "content": [ - "One of the requirements for players to have the same basic chances of succeeding is that they have equal access to resources, at least in games where no information about player skills is known. This [[Symmetric Resource Distribution]] eliminates one possibility for inequalities in players starting positions in games although they may exist due to differences in goals and abilities." + "One of the requirements for players to have the same basic chances of succeeding is that they have equal access to resources, at least in games where no information about player skills is known. This [[Symmetric Resource Distribution]] eliminates one possibility for inequalities in players starting positions in games although they may exist due to differences in goals and abilities.", + "Example: the players have sixteen pieces each under their ownership at the start of the game of Chess, with each piece having a counterpart in the other player's setup.", + "Example: the players have the same amount of money and no other possessions at the start of the game of Monopoly." ], "using_the_pattern": [ "[[Symmetric Resource Distribution]] is easy to achieve by just providing the players the same kinds and amounts of [[Resources]]. This is usually done only in the starting phase of the game, but, for example, in the case of [[Budgeted Action Points]] the Symmetric Resources Distribution can continue throughout the game whenever [[Resources]] are produced. [[Symmetric Resource Distributions]] are likely outcomes in [[Player-Decided Distribution of Rewards & Penalties]] when no players have enough individual power or the players' positions in the game are difficult to judge.", @@ -40,17 +42,21 @@ "label": "6. Game Design Patterns for Resource and Resource Management", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Trading", - "file": "Trading" + "name": "Symmetry", + "file": "Symmetry" }, { "name": "Ownership", "file": "Ownership" }, + { + "name": "Player Balance", + "file": "PlayerBalance" + }, { "name": "Shared Resources", "file": "SharedResources" @@ -64,24 +70,20 @@ "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Player Balance", - "file": "PlayerBalance" - }, - { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Trading", + "file": "Trading" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Varied Gameplay", + "file": "VariedGameplay" } ], "pattern_id": "SymmetricResourceDistribution", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SymmetricResourceDistribution.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Symmetry.json b/Symmetry.json index 24a2dc9c849837b7b6f07664a9d8b0df5ab4fffa..90c5da4f2fc6454b4c344c5b16810a81cd17deaa 100644 --- a/Symmetry.json +++ b/Symmetry.json @@ -2,7 +2,9 @@ "pattern_name": "Symmetry", "description": "Symmetrical relations exist between players regarding the goals, resources, and actions they can perform.", "content": [ - "[[Symmetry]] is a common feature in games to ensure that players have equal opportunities. In these cases, the outcome of the games are either dependent on the players' skills or [[Randomness]], since the game system does not put any player in a favorable position." + "[[Symmetry]] is a common feature in games to ensure that players have equal opportunities. In these cases, the outcome of the games are either dependent on the players' skills or [[Randomness]], since the game system does not put any player in a favorable position.", + "Example: The game pieces that each player has and the setup of them are symmetrical in Chess to minimize the differences of playing one side or the other.", + "Example: The placement of initial settlements in Settlers of Catan is symmetrical in a fashion: the player who is first to place the first settlement is the last to place the second settlement while the player who is last to place the first settlement is the first to place the second settlement, and thereby gets to place two settlements in a row." ], "using_the_pattern": [ "Creating [[Symmetry]] in games mainly consists of ensuring the same abilities, [[Symmetric Resource Distribution]], and [[Symmetric Goals]]. Conversely, [[Asymmetric Abilities]], [[Asymmetric Resource Distribution]], and [[Asymmetric Goals]] all hinder [[Symmetry]] as does any way of introducing [[Handicaps]]. However, games with [[Team Play]] or [[Orthogonal Unit Differentiation]] can have [[Symmetry]] on a higher level while not having it on a lower level by making sure that whatever exists for one player or team exists for the other.", @@ -45,64 +47,64 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Handicaps", - "file": "Handicaps" - }, - { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" - }, - { - "name": "Configuration", - "file": "Configuration" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Team Balance", + "file": "TeamBalance" }, { "name": "Outstanding Features", "file": "OutstandingFeatures" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { "name": "Player Balance", "file": "PlayerBalance" }, + { + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" + }, { "name": "Symmetric Resource Distribution", "file": "SymmetricResourceDistribution" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Configuration", + "file": "Configuration" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" } ], "pattern_id": "Symmetry", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Symmetry.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/SynchronousGames.json b/SynchronousGames.json index f32d2158d1fe3d8eb0152144f410bd9faabdb325..89849a04868a410c2366da0224a3dffca4ce3cb7 100644 --- a/SynchronousGames.json +++ b/SynchronousGames.json @@ -2,7 +2,8 @@ "pattern_name": "Synchronous Games", "description": "Games in which the players' game and play sessions must overlap in time.", "content": [ - "The most common scenario in [[Synchronous Games]] is that the players' game sessions last as long as the game instance itself, and that the play sessions and the game sessions are one and the same, as is the case with many board and card games. Simply put, the players must play the game at the same time, from start to finish. However, a game can be synchronous and have pauses in the gameplay as long as all players take pauses at the same time." + "The most common scenario in [[Synchronous Games]] is that the players' game sessions last as long as the game instance itself, and that the play sessions and the game sessions are one and the same, as is the case with many board and card games. Simply put, the players must play the game at the same time, from start to finish. However, a game can be synchronous and have pauses in the gameplay as long as all players take pauses at the same time.", + "Example: In Monopoly, the players start their game session when the game instance is started, and their play sessions usually also coincide in such way that the players are playing the game together from start to finish. It is not unusual for individual players to end the game at different times, however, dropping out of gameplay as they lose. Some games offer opportunities for players who have already lost to continue participating and influence the play as a non-player." ], "using_the_pattern": [ "[[Synchronous Games]] are, by definition, also [[Multiplayer Games]], and the synchronization of the game state can be done by either [[Dedicated Game Facilitators]] or by the players themselves in [[Self-Facilitated Games]]. The real-time nature of sharing the play sessions means that [[Real-Time Games]] and [[Tick-Based Games]] are more suitable further characteristics of [[Synchronous Games.]] [[Turn-Based Games]] are often played in face-to-face situations, making them in those cases [[Synchronous Games]] with the associated effects of [[Turn Taking]] on [[Downtime]]." @@ -38,40 +39,40 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { "name": "Communication Channels", "file": "CommunicationChannels" }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, { "name": "Turn Taking", "file": "TurnTaking" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" + }, + { + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { "name": "Downtime", "file": "Downtime" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { "name": "Social Interaction", @@ -81,9 +82,9 @@ "pattern_id": "SynchronousGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "SynchronousGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TeamBalance.json b/TeamBalance.json index 609a2f9144693b318abb21acc38879a560571cc6..90dd205b53b850b95021fc7e8c4176e8ab328a19 100644 --- a/TeamBalance.json +++ b/TeamBalance.json @@ -2,7 +2,10 @@ "pattern_name": "Team Balance", "description": "Teams have equal chances of succeeding with actions in a game or winning a game.", "content": [ - "Games with teams are usually balanced the same way as games where players play against each others. This [[Team Balance]] is usually enforced only in the beginning of the game and does not usually take into consideration players' individual skills or how good they are at collaborating." + "Games with teams are usually balanced the same way as games where players play against each others. This [[Team Balance]] is usually enforced only in the beginning of the game and does not usually take into consideration players' individual skills or how good they are at collaborating.", + "Example: Common way of creating teams in friendly team games is to let two players alternate between choosing team members, thereby making it possible for the best and second best players to be in different teams and so on.", + "Example: Some multiplayer online first-person shooters have systems for automatically arranging teams based on some value, commonly number of kills or experience points, so that the teams overall have equal scores in these values.", + "Example: Changing sides after half-time in Soccer can be seen as a way to achieve balance between the teams by minimizing the influence of variations of the field or the sun." ], "using_the_pattern": [ "Achieving [[Team Balance]] has many aspects in common with achieving [[Player Balance]], for example, by possibly being ruined by [[Privileged Abilities]] or being achieved through [[Handicap]], and consists of setting up a balanced starting position, and, if needed, having [[Balancing Effects]] during gameplay.", @@ -51,76 +54,76 @@ "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Handicaps", - "file": "Handicaps" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Player Decided Results", + "file": "PlayerDecidedResults" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Symmetry", + "file": "Symmetry" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Spawning", + "file": "Spawning" }, { "name": "Empowerment", "file": "Empowerment" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Balancing Effects", "file": "BalancingEffects" }, { - "name": "Player Decided Results", - "file": "PlayerDecidedResults" + "name": "Team Development", + "file": "TeamDevelopment" }, { - "name": "Symmetry", - "file": "Symmetry" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "TeamBalance", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TeamBalance.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TeamDevelopment.json b/TeamDevelopment.json index 29c89e5266496e21f322a9805e84a149ccb1ef37..7a4d3b25eacfb2144c17ec706648bd9f607453ed 100644 --- a/TeamDevelopment.json +++ b/TeamDevelopment.json @@ -2,7 +2,9 @@ "pattern_name": "Team Development", "description": "The efficiency of the team is improved either intentionally or unintentionally.", "content": [ - "The measurement of team efficiency depends a lot on the game itself but also on the playing style of the players. [[Team Development]], however, is most evident in games where there is a possibility to somehow quantify the efficiency of the team either in absolute terms or in relation to other teams. Even in these cases it is possible to set other standards of measuring team efficiency, for example by assessing how well the team members get along with the rest of the team outside the game. Part of the [[Team Development]] can be to manage which players should be part of the team." + "The measurement of team efficiency depends a lot on the game itself but also on the playing style of the players. [[Team Development]], however, is most evident in games where there is a possibility to somehow quantify the efficiency of the team either in absolute terms or in relation to other teams. Even in these cases it is possible to set other standards of measuring team efficiency, for example by assessing how well the team members get along with the rest of the team outside the game. Part of the [[Team Development]] can be to manage which players should be part of the team.", + "Example: the player characters' skills and abilities can be improved with experience in Return to Castle Wolfenstein: Enemy Territory. Some teams plan ahead how to improve the team members' skills in such way that it is beneficial to the whole team and not just for the individual player.", + "Example: many teams and groups in roleplaying games try to maximize the efficiency of the team by selecting characters with complementary skills and by planning how the skills and abilities of the characters are improved over time." ], "using_the_pattern": [ "[[Team Development]] is a form of [[Resource Management]] where the [[Resources]] involved are the players and their [[Skills]] and abilities. This [[Resource Management]] aspect of [[Team Development]] is heightened if the players or some of the players can choose what kinds of [[New Abilities]] and [[Improved Abilities]] the players acquire. In games with more complex [[Character Development]] possibilities, [[Team Development]] can give rise to player roles within the team, which are only responsible for the [[Resource Management]] of the team. These kinds of teams naturally form [[Social Organizations]] with stable role differentiation and [[Competence Areas]], and hierarchies of status and power." @@ -46,77 +48,77 @@ ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ - { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" - }, - { - "name": "Meta Games", - "file": "MetaGames" - }, - { - "name": "Social Organizations", - "file": "SocialOrganizations" - }, { "name": "Roleplaying", "file": "Roleplaying" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Skills", - "file": "Skills" + "name": "Team Balance", + "file": "TeamBalance" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "New Abilities", + "file": "NewAbilities" }, { "name": "Extra-Game Actions", "file": "Extra-GameActions" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Team Balance", - "file": "TeamBalance" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { "name": "Investments", "file": "Investments" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Skills", + "file": "Skills" + }, + { + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" + }, + { + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" + }, + { + "name": "Meta Games", + "file": "MetaGames" } ], "pattern_id": "TeamDevelopment", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TeamDevelopment.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TeamElimination.json b/TeamElimination.json index 61c5373d7991fa4257f5e15e65c3403510091a5a..511513cca914ae63b23fcbccf13761d2729059d0 100644 --- a/TeamElimination.json +++ b/TeamElimination.json @@ -2,7 +2,9 @@ "pattern_name": "Team Elimination", "description": "The elimination of the whole team in team-oriented games is an end condition and the evaluation function.", "content": [ - "[[Team Elimination]] can be used for the whole game instance or just with respect to specific goals or modes of play within the game." + "[[Team Elimination]] can be used for the whole game instance or just with respect to specific goals or modes of play within the game.", + "Example: in Counter-Strike the other team loses automatically if all the players in that team are eliminated.", + "Example: in Anarchy Online and other MMORPGs the team fails in achieving a mission goal if the team members are killed during the mission." ], "using_the_pattern": [ "[[Team Elimination]] requires that there is at least the possibility of some kind of [[Team Play]] and also that there the possibility of either [[Player Killing]] or [[Player Elimination]]. [[Team Elimination]] with [[Player Killing]] means that even though there is [[Spawning]] for the players themselves the team fails when the members are killed. This is the case for failing missions in MMORPGs when the players are killed during the mission. [[Team Elimination]] is a completed [[Collection]] of [[Eliminate]] goalsof the team members and it can be used also as [[Mutual Goals]] for different teams in the game." @@ -35,40 +37,40 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Collection", - "file": "Collection" + "name": "Team Play", + "file": "TeamPlay" }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Player Killing", + "file": "PlayerKilling" }, { "name": "Shared Penalties", "file": "SharedPenalties" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Collection", + "file": "Collection" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "TeamElimination", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TeamElimination.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TeamPlay.json b/TeamPlay.json index 717c647fbad6c85e0ccfa85a74e6ad63ca10e943..df715455a760f818473205bf6913825679810895 100644 --- a/TeamPlay.json +++ b/TeamPlay.json @@ -2,7 +2,9 @@ "pattern_name": "Team Play", "description": "Players in a group or a team coordinate their actions, abilities, and roles in order to reach a common goal.", "content": [ - "Games may put players in the same teams to try to achieve goals together. These teams may be explicitly defined at the beginning of the game sessions, and possibly extended over several game sessions, or they may occur dynamically during gameplay. The former kinds of teams are usually quite stable, or the teams have at least stable roles for players with different kinds of abilities and competences. Managing the team composition itself is part of [[Team Play]]." + "Games may put players in the same teams to try to achieve goals together. These teams may be explicitly defined at the beginning of the game sessions, and possibly extended over several game sessions, or they may occur dynamically during gameplay. The former kinds of teams are usually quite stable, or the teams have at least stable roles for players with different kinds of abilities and competences. Managing the team composition itself is part of [[Team Play]].", + "Example: The players in a Soccer team have different roles in the team from goalkeeping to attacking, the players usually have different abilities, and during the match they have to coordinate their actions to beat the opposing team.", + "Example: Members of teams in roleplaying games usually have different kinds of abilities, and the teams form around players whose abilities complement each other. For example, the classic fantasy roleplaying group consists of a wizard who can cast attack spells, a priest who can heal and cast protective spells, a thief who can open locks and detect traps, and a couple of fighters who can handle the actual combat with the monsters. This kind of [[Team Play]] is also very widespread in current MMORPGs." ], "using_the_pattern": [ "[[Team Play]] can either be between players in [[Multiplayer Games]] or simulated through [[Units]] that are under one player's control. [[Team Play]] does not require formalized teams as it can exist in [[Dynamic Alliances]] as well, but it does require that the participants have some form of [[Mutual Goal]] or [[Shared Resource]] that has to be managed. The possibility of [[Team Play]] in games requires that the game designer not only take [[Player Balance]] into account but also [[Team Balance]] to balance the game.", @@ -60,149 +62,145 @@ }, "examples": [ "The players in a Soccer team have different roles in the team from goalkeeping to attacking, the players usually have different abilities, and during the match they have to coordinate their actions to beat the opposing team.", - "Members of teams in roleplaying games usually have different kinds of abilities, and the teams form around players whose abilities complement each other. For example, the classic fantasy roleplaying group consists of a wizard who can cast attack spells, a priest who can heal and cast protective spells, a thief who can open locks and detect traps, and a couple of fighters who can handle the actual combat with the monsters. This kind of Team Play is also very widespread in current MMORPGs." + "Members of teams in roleplaying games usually have different kinds of abilities, and the teams form around players whose abilities complement each other. For example, the classic fantasy roleplaying group consists of a wizard who can cast attack spells, a priest who can heal and cast protective spells, a thief who can open locks and detect traps, and a couple of fighters who can handle the actual combat with the monsters. This kind of [[Team Play]] is also very widespread in current MMORPGs." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Empowerment", - "file": "Empowerment" - }, - { - "name": "Team Balance", - "file": "TeamBalance" - }, - { - "name": "Individual Penalties", - "file": "IndividualPenalties" - }, - { - "name": "Handles", - "file": "Handles" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { "name": "Cooperation", "file": "Cooperation" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Units", + "file": "Units" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Handles", + "file": "Handles" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Social Interaction", + "file": "SocialInteraction" }, { "name": "Constructive Play", "file": "ConstructivePlay" }, { - "name": "Individual Rewards", - "file": "IndividualRewards" + "name": "Team Balance", + "file": "TeamBalance" + }, + { + "name": "Penalties", + "file": "Penalties" }, { "name": "Shared Resources", "file": "SharedResources" }, { - "name": "Units", - "file": "Units" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Team Elimination", - "file": "TeamElimination" + "name": "Individual Penalties", + "file": "IndividualPenalties" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Individual Rewards", + "file": "IndividualRewards" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Team Elimination", + "file": "TeamElimination" }, { - "name": "Mutual Goals", - "file": "MutualGoals" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Team Development", - "file": "TeamDevelopment" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Roleplaying", + "file": "Roleplaying" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Roleplaying", - "file": "Roleplaying" + "name": "Player Killing", + "file": "PlayerKilling" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Team Development", + "file": "TeamDevelopment" + }, + { + "name": "Mutual Goals", + "file": "MutualGoals" } ], "pattern_id": "TeamPlay", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TeamPlay.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tension.json b/Tension.json index 99da09f54842e2cef66ae02b876a9d7ef80dff63..819ec12332c0504d20b189ae88e0ecadda93d483 100644 --- a/Tension.json +++ b/Tension.json @@ -2,7 +2,9 @@ "pattern_name": "Tension", "description": "The feeling of caring about the outcome of actions or events in a game without having full control over them.", "content": [ - "[[Tension]] occurs in games that have uncertain outcomes, when players have emotional investments in which of these outcomes occurs but cannot fully control them. [[Tension]] can be either due to several sorts of interest in the outcome for players: if they are trying to make one of the outcomes occur; if the outcome has an affect of characters in the game that the players care for; or if the outcome has real-world effects." + "[[Tension]] occurs in games that have uncertain outcomes, when players have emotional investments in which of these outcomes occurs but cannot fully control them. [[Tension]] can be either due to several sorts of interest in the outcome for players: if they are trying to make one of the outcomes occur; if the outcome has an affect of characters in the game that the players care for; or if the outcome has real-world effects.", + "Example: Having placed most of one's markers in a bet in Poker is a classical case where players can feel tension.", + "Example: The dark and claustrophobic environments in the Doom games easily cause [[Tension]] as players guide their [[Avatars]] through rooms and corridors, expecting monsters to appear." ], "using_the_pattern": [ "The presence of [[Deadly Traps]], [[Player Killing]],[[Player Elimination]], and [[Enemies]] with [[Overcome]] goals guarantees the existence of forces that are trying to inflict [[Penalties]] or [[Damage]] on players, so these can be used to create [[Tension]]. This can be further modulated by using [[Near Miss Indicators]], by making the [[Enemies]] more powerful over time, as [[Boss Monsters]] are examples of, or by making [[Tied Results]] impossible through [[Tiebreakers]]. The threat of [[Early Elimination]] is a concrete way to raise [[Tension]]. [[Competition]] and [[Conflict]] between players also creates [[Tension]], often more than by the presence of [[Enemies]]. This [[Tension]] between the players can be modulated with [[Balancing Effects]]. When the ways to overcomethe [[Enemies]] orother players depend on [[Paper-Rock-Scissors]] relations, the [[Tension]] can be further increased since players may choose ineffective methods. [[Consumers]] with no positive effects that automatically consume players' [[Resources]] provide similar [[Tension]] to players as [[Enemies]] and opposing players.", @@ -109,321 +111,313 @@ }, "examples": [ "Having placed most of one's markers in a bet in Poker is a classical case where players can feel tension.", - "The dark and claustrophobic environments in the Doom games easily cause Tension as players guide their Avatars through rooms and corridors, expecting monsters to appear." + "The dark and claustrophobic environments in the Doom games easily cause [[Tension]] as players guide their [[Avatars]] through rooms and corridors, expecting monsters to appear." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ - { - "name": "Experimenting", - "file": "Experimenting" - }, - { - "name": "Early Elimination", - "file": "EarlyElimination" - }, { "name": "Player Elimination", "file": "PlayerElimination" }, { - "name": "Time Limits", - "file": "TimeLimits" - }, - { - "name": "Downtime", - "file": "Downtime" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Movement Limitations", - "file": "MovementLimitations" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Betting", - "file": "Betting" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Paper-Rock-Scissors", + "file": "Paper-Rock-Scissors" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Combat", + "file": "Combat" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Luck", - "file": "Luck" + "name": "Experimenting", + "file": "Experimenting" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Paper-Rock-Scissors", - "file": "Paper-Rock-Scissors" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Traces", + "file": "Traces" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Consumers", + "file": "Consumers" }, { "name": "Perfect Information", "file": "PerfectInformation" }, { - "name": "Cooperation", - "file": "Cooperation" - }, - { - "name": "Avatars", - "file": "Avatars" + "name": "Player Defined Goals", + "file": "PlayerDefinedGoals" }, { - "name": "Player Killing", - "file": "PlayerKilling" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Tension", - "file": "Tension" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Extended Actions", + "file": "ExtendedActions" }, { - "name": "Competition", - "file": "Competition" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Shared Resources", + "file": "SharedResources" }, { "name": "Boss Monsters", "file": "BossMonsters" }, { - "name": "Quick Games", - "file": "QuickGames" - }, - { - "name": "Extended Actions", - "file": "ExtendedActions" - }, - { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Competition", + "file": "Competition" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Replayability", - "file": "Replayability" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Randomness", + "file": "Randomness" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" - }, - { - "name": "Shared Resources", - "file": "SharedResources" - }, - { - "name": "Ownership", - "file": "Ownership" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Near Miss Indicators", + "file": "NearMissIndicators" }, { - "name": "Player Defined Goals", - "file": "PlayerDefinedGoals" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Movement Limitations", + "file": "MovementLimitations" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Damage", - "file": "Damage" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Combat", - "file": "Combat" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { "name": "Lives", "file": "Lives" }, { - "name": "Evade", - "file": "Evade" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Clues", + "file": "Clues" }, { - "name": "Bluffing", - "file": "Bluffing" + "name": "Betting", + "file": "Betting" + }, + { + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { "name": "Identification", "file": "Identification" }, { - "name": "Clues", - "file": "Clues" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Near Miss Indicators", - "file": "NearMissIndicators" + "name": "Evade", + "file": "Evade" }, { - "name": "Traces", - "file": "Traces" + "name": "Damage", + "file": "Damage" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Player Killing", + "file": "PlayerKilling" + }, + { + "name": "Rewards", + "file": "Rewards" }, { "name": "Betrayal", "file": "Betrayal" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Luck", + "file": "Luck" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Downtime", + "file": "Downtime" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Bluffing", + "file": "Bluffing" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" + }, + { + "name": "Perceivable Margins", + "file": "PerceivableMargins" + }, + { + "name": "King of the Hill", + "file": "KingoftheHill" + }, + { + "name": "Quick Games", + "file": "QuickGames" + }, + { + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" } ], "pattern_id": "Tension", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tension.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TheShowMustGoOn.json b/TheShowMustGoOn.json index 9bb575715369923aafc8bfcd19e6a3ee92aa2a6b..e8803e995f7d87a349b760bb6547d73dc4577ec5 100644 --- a/TheShowMustGoOn.json +++ b/TheShowMustGoOn.json @@ -2,7 +2,10 @@ "pattern_name": "The Show Must Go On", "description": "The game state can change without any player actions.", "content": [ - "[[The Show Must Go On]] is found in games where there are at least some real-time elements in the gameplay that occur even if players do nothing." + "[[The Show Must Go On]] is found in games where there are at least some real-time elements in the gameplay that occur even if players do nothing.", + "Example: In Tetris, the blocks fall down the screen regardless of the player's actions.", + "Example: The balls in pinball after they have been shot to the table move on their own, requiring constant attention from the player or specific actions from the player in order to immobilize the balls.", + "Example: In real-time strategy games, there is always something happening in the [[Game World]], and the players have to switch their attention constantly from one place to another to keep in pace with the game." ], "using_the_pattern": [ "The real-time nature of some actions, such as [[Maneuvering]] and [[Aim & Shoot]], make them more suitable for games with [[The Show Must Go On]] than to other types of games. These characteristics of [[Real-Time Games]] are the basis for games with [[The Show Must Go On.]] [[Ultra-Powerful Events]] where the players can merely observe the unfolding of the event are a good example of how to modulate [[Anticipation]] with [[The Show Must Go On]].", @@ -45,21 +48,13 @@ "examples": [ "In Tetris, the blocks fall down the screen regardless of the player's actions.", "The balls in pinball after they have been shot to the table move on their own, requiring constant attention from the player or specific actions from the player in order to immobilize the balls.", - "In real-time strategy games, there is always something happening in the Game World, and the players have to switch their attention constantly from one place to another to keep in pace with the game." + "In real-time strategy games, there is always something happening in the [[Game World]], and the players have to switch their attention constantly from one place to another to keep in pace with the game." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Game World", - "file": "GameWorld" - }, - { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { "name": "Dedicated Game Facilitators", @@ -70,40 +65,40 @@ "file": "LimitedPlanningAbility" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Resources", + "file": "Resources" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Resources", - "file": "Resources" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Tension", - "file": "Tension" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Maneuvering", + "file": "Maneuvering" }, { "name": "Shrinking Game World", @@ -114,20 +109,24 @@ "file": "HoveringClosures" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Tension", + "file": "Tension" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" + }, + { + "name": "Turn Taking", + "file": "TurnTaking" } ], "pattern_id": "TheShowMustGoOn", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TheShowMustGoOn.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Third-PersonViews.json b/Third-PersonViews.json index 3382fe1ec54c46b032a60c7f6326d60c90ee9177..50546960733bd375ec540213bf37a559613bf547 100644 --- a/Third-PersonViews.json +++ b/Third-PersonViews.json @@ -2,7 +2,8 @@ "pattern_name": "Third-Person Views", "description": "Players are shown the game world with a focus on a game element under the players' control", "content": [ - "Many games center the view of the game environment upon a game element, which the players control. These [[Third-Person Views]], where players observe the game environment as seen from outside the game element they control, let them see more of the immediately surrounding environment than could be achieve by observing from within the game element." + "Many games center the view of the game environment upon a game element, which the players control. These [[Third-Person Views]], where players observe the game environment as seen from outside the game element they control, let them see more of the immediately surrounding environment than could be achieve by observing from within the game element.", + "Example: Pac-Man is shown from above in the game with the same name, giving players the possibility to see what is behind walls in the maze." ], "using_the_pattern": [ "There are a number of different types of [[Third-Person Views]]: isometric, which shows the game elementfrom above slightly to the side; overhead, which provides excellent relations to the surrounding but which offers little information about the game elementitself; chase-cam, which follows the game element exactly behind in the element's line of movement. These can be modified by either linking the movement of the [[Camera]] to the movement of the game element or locking the [[Camera]] to a position relative to the environment. The same trick can be used for [[Public Information]] with [[Third-Person Views]].", @@ -44,60 +45,60 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Game World", - "file": "GameWorld" + "name": "Dexterity-Based Actions", + "file": "Dexterity-BasedActions" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Spatial Immersion", + "file": "SpatialImmersion" }, { - "name": "Dexterity-Based Actions", - "file": "Dexterity-BasedActions" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Avatars", "file": "Avatars" }, { - "name": "Units", - "file": "Units" - }, - { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Fog of War", + "file": "FogofWar" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { - "name": "God Views", - "file": "GodViews" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Units", + "file": "Units" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "God Views", + "file": "GodViews" }, { - "name": "Spatial Immersion", - "file": "SpatialImmersion" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Game World", + "file": "GameWorld" + }, + { + "name": "Focus Loci", + "file": "FocusLoci" } ], "pattern_id": "Third-PersonViews", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Third-PersonViews.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tick-BasedGames.json b/Tick-BasedGames.json index 4a18f24fb2d6cff950333c8919b5ff24e1553719..23437f6d2c89a573d70ee92b1aa0171a163854a4 100644 --- a/Tick-BasedGames.json +++ b/Tick-BasedGames.json @@ -2,7 +2,9 @@ "pattern_name": "Tick-Based Games", "description": "The game time progresses according to real time, but in discrete steps.", "content": [ - "The real time delay between the processing points, the ticks, in game time can vary wildly from game to game. In one sense, it can even be argued that every computer game is a [[Tick-Based Game]] because there are discrete points in time when the game state is refreshed, but for this discussion we will limit the definition to games where the game state changes during the ticks are perceivable to the players." + "The real time delay between the processing points, the ticks, in game time can vary wildly from game to game. In one sense, it can even be argued that every computer game is a [[Tick-Based Game]] because there are discrete points in time when the game state is refreshed, but for this discussion we will limit the definition to games where the game state changes during the ticks are perceivable to the players.", + "Example: many play-by-mail and play-by-email games have deadlines for the game state synchronizations. The players' commands should be sent to the game masters before the deadline. The players' actions are processed at the same time and results are sent back to the players. The tick interval, or the turn length, depends a lot on the complexity of the game and whether the medium is snail mail or email and varies from hours to weeks.", + "Example: the combat system in Final Fantasy VII is basically a hybrid between tick-based and real-time where the player and the enemies have certain time slots for deciding their actions, which are carried out when the time slot ends." ], "using_the_pattern": [ "[[Tick-Based Games]] require that there are [[Time Limits]] for the players participating in [[Turn Taking]] or that the players take their turns simultaneously, that is, they can plan and submit their actions to the game system, often a [[Dedicated Game Facilitator]], within the same time frame as the other players and that the actions are processed at the same time. The length of the [[Time Limit]] depends a lot on the complexity of the game. [[Tick-Based Games]] can also be seen as [[Turn-Based Games]] with [[Time Limits]] and where player actions are resolved for the turn simultaneously.", @@ -40,56 +42,56 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { "name": "Dedicated Game Facilitators", "file": "DedicatedGameFacilitators" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Game Pauses", + "file": "GamePauses" }, { "name": "Time Limits", "file": "TimeLimits" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Turn Taking", + "file": "TurnTaking" } ], "pattern_id": "Tick-BasedGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tick-BasedGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tiebreakers.json b/Tiebreakers.json index 1a8e8fd795f10ffc37cd26d5a31d5f79103f7e81..247de7fe080e005f8c397edb5774983a032bdbe1 100644 --- a/Tiebreakers.json +++ b/Tiebreakers.json @@ -2,7 +2,9 @@ "pattern_name": "Tiebreakers", "description": "A rule that distinguishes outcomes in a game from each other so that what would otherwise be a tie in the results can be treated as having quantitative differences.", "content": [ - "Many games have as important parts of gameplay that the actions performed are compared against each other, and players try to perform better than the others or in some cases try to at least not be the one who performed the worst. In these games, tied results can be problematic since they may remove the overall sense of game play and special rules, [[Tiebreakers]], are used to make it impossible to have tied results." + "Many games have as important parts of gameplay that the actions performed are compared against each other, and players try to perform better than the others or in some cases try to at least not be the one who performed the worst. In these games, tied results can be problematic since they may remove the overall sense of game play and special rules, [[Tiebreakers]], are used to make it impossible to have tied results.", + "Example: Highscore lists in games usually give precedence to older results when new score has the same value as older scores.", + "Example: the board game Puerto Rico is won by having the highest amount of victory points. In the case of two or more players having the same amount, the winner is determined by who of those players have the greatest amounts of money and goods." ], "using_the_pattern": [ "[[Tiebreakers]] are introduced to avoid [[Tied Results]] and can be achieved in two ways. The first way is to ensure that the primary goal cannot be achieved by two or more players simultaneously and the second way is to have additional rules that are used when [[Tied Results]] happen. Examples how [[Tied Results]] can be avoided in the first place is to make sure players have [[Excluding Goals]], making [[Tournaments]] where the number of victories or points cannot be the same, or having [[Dynamic Goal Characteristics]] so that [[Perceivable Margins]] are required to win.", @@ -51,84 +53,84 @@ "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Race", - "file": "Race" + "name": "Uncommitted Alliances", + "file": "UncommittedAlliances" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Score", + "file": "Score" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Tension", - "file": "Tension" + "name": "Competition", + "file": "Competition" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Competition", - "file": "Competition" + "name": "Race", + "file": "Race" }, { "name": "Resources", "file": "Resources" }, - { - "name": "Perceivable Margins", - "file": "PerceivableMargins" - }, { "name": "Shared Penalties", "file": "SharedPenalties" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Score", - "file": "Score" + "name": "Tension", + "file": "Tension" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Conflict", + "file": "Conflict" }, { "name": "Overcome", "file": "Overcome" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Tied Results", + "file": "TiedResults" + }, + { + "name": "Tournaments", + "file": "Tournaments" } ], "pattern_id": "Tiebreakers", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tiebreakers.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TiedResults.json b/TiedResults.json index b0215b211279b0848ef7377d1b806baae3504420..4fb4d41af76ab4bd895b2dceb02134d97ecfc805 100644 --- a/TiedResults.json +++ b/TiedResults.json @@ -2,7 +2,9 @@ "pattern_name": "Tied Results", "description": "Two results can be regarded as even in the game and the effects of the results can be divided.", "content": [ - "[[Tied Results]] occur when the outcome of results depends on numerical values and the game design allows the game play regarding that result to end when players have the same values. If the shared values are used to determine winner in the game players may simply share the position, while when the results are part of the continued game play the rewards and penalties may be shared between the players." + "[[Tied Results]] occur when the outcome of results depends on numerical values and the game design allows the game play regarding that result to end when players have the same values. If the shared values are used to determine winner in the game players may simply share the position, while when the results are part of the continued game play the rewards and penalties may be shared between the players.", + "Example: Chess allows game play to end in a stalemate, effectively a [[Tied Results]] even though one player may have an overwhelming amount of game pieces left comparing to the other player.", + "Example: many fighting games such as the Tekken series or racing games such as Monkey Race 2 in Super Monkey Ball 2 do allow the fights and races to end as draws although this rarely happens." ], "using_the_pattern": [ "Explicitly making [[Tied Results]] possible requires that the values that are compared can have the same values, and that the time for comparison makes it possible for the values to be the same at that time. Allowing values that are exactly the same for several different measures can easily be possible by changing the values in the same increments and not allowing them to affect each other. Examples of such measurements are the time of different participants in [[Races]], especially if the participants cannot affect each others positions or movement, or values that are compared between game sessions as in [[Tournaments]] or Highscore Lists. [[Score]] values can also easily have the same values if the points given are of the same values. For the comparisons to occur when the values are the same, the end conditions cannot depend on directly on one value reaching a certain threshold. Instead the times for comparison of the results between players are decided by [[Time Limits]], or the depletion of some other [[Non-Renewable Resources]].", @@ -44,78 +46,74 @@ ] }, "examples": [ - "Chess allows game play to end in a stalemate, effectively a Tied Results even though one player may have an overwhelming amount of game pieces left comparing to the other player.", + "Chess allows game play to end in a stalemate, effectively a [[Tied Results]] even though one player may have an overwhelming amount of game pieces left comparing to the other player.", "many fighting games such as the Tekken series or racing games such as Monkey Race 2 in Super Monkey Ball 2 do allow the fights and races to end as draws although this rarely happens." ], "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns", "pattern_links": [ { - "name": "Race", - "file": "Race" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Agents", - "file": "Agents" + "name": "Multiplayer Games", + "file": "MultiplayerGames" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Score", + "file": "Score" }, { - "name": "Excluding Goals", - "file": "ExcludingGoals" + "name": "Social Dilemmas", + "file": "SocialDilemmas" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Race", + "file": "Race" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Shared Penalties", + "file": "SharedPenalties" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Shared Penalties", - "file": "SharedPenalties" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Multiplayer Games", - "file": "MultiplayerGames" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Score", - "file": "Score" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Social Dilemmas", - "file": "SocialDilemmas" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Agents", + "file": "Agents" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { "name": "Tournaments", "file": "Tournaments" }, { - "name": "Betrayal", - "file": "Betrayal" - }, - { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Excluding Goals", + "file": "ExcludingGoals" }, { "name": "Uncommitted Alliances", @@ -125,9 +123,9 @@ "pattern_id": "TiedResults", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TiedResults.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tile-Laying.json b/Tile-Laying.json index 63a7e7aa0b6fca02f48c3038d10de05edc06e8e8..263a846c1ebdcf2a3ede1a5097528a67f4a13e30 100644 --- a/Tile-Laying.json +++ b/Tile-Laying.json @@ -2,7 +2,10 @@ "pattern_name": "Tile-Laying", "description": "The placing of tiles as actions in the game.", "content": [ - "Not all games use tiles as static parts of the game that define the game world from the beginning of the game. Instead, these games either use the tiles either to randomize the layout of the game world or make the construction of the game world into a player-driven activity." + "Not all games use tiles as static parts of the game that define the game world from the beginning of the game. Instead, these games either use the tiles either to randomize the layout of the game world or make the construction of the game world into a player-driven activity.", + "Example: Rogue and Angband, early computer roleplaying games that used ASCII-based graphics, randomized the layout of levels for each game session. This process of constructing the levels can be seen as a form of tile laying that takes places before game play begins on that level.", + "Example: a player's turn in Carcassonne consists of drawing and laying a tile in connection to those already in play and then optionally placing a token.", + "Example: the board game The Settlers of Catan starts with a randomize play area consisting of hexagonal tiles every game session to ensure that game play varies." ], "using_the_pattern": [ "[[Tile-Laying]] may be used either before game play begins as part of the setup phase of the game or as actions players perform. The design of the [[Tiles]] used in both cases is similar to the design of [[Cards]], and in the later case may make use of [[Drawing Stacks]] and variants of [[Card Hands]].", @@ -40,61 +43,61 @@ ], "label": "8. Actions and Events Patterns", "pattern_links": [ + { + "name": "Card Hands", + "file": "CardHands" + }, { "name": "Construction", "file": "Construction" }, { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Fog of War", + "file": "FogofWar" }, { - "name": "Card Hands", - "file": "CardHands" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { "name": "Randomness", "file": "Randomness" }, - { - "name": "Imperfect Information", - "file": "ImperfectInformation" - }, { "name": "Tiles", "file": "Tiles" }, { - "name": "Fog of War", - "file": "FogofWar" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Player Constructed Worlds", + "file": "PlayerConstructedWorlds" }, { - "name": "Drawing Stacks", - "file": "DrawingStacks" + "name": "Game World", + "file": "GameWorld" }, { - "name": "Player Constructed Worlds", - "file": "PlayerConstructedWorlds" + "name": "Drawing Stacks", + "file": "DrawingStacks" } ], "pattern_id": "Tile-Laying", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tile-Laying.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tiles.json b/Tiles.json index 1a46889ce7a25488fa34687016321ab112c6892e..a869bb341f44c0a6f6031d59c4294488b9cbc381 100644 --- a/Tiles.json +++ b/Tiles.json @@ -1,7 +1,11 @@ { "pattern_name": "Tiles", "description": "Tiles are areas within the game world that partition it into separate parts, usually filling the whole game world.", - "content": [], + "content": [ + "Example: The board game Othello (aka Annex, aka Annexation) consists of playing tiles and flipping them, trying to make one's color dominant on the board.", + "Example: In the board game Dog eat Dog tiles are used to show that the nature on a part of the board has been polluted; they cover the board and show the same scenery, albeit more polluted, dirty and depressing.", + "Example: NetHack uses [[Tiles]] to represent corridors, walls, dungeon, and cavern floors and so on. These [[Tiles]] are used to generate an almost limitless number of different dungeons." + ], "using_the_pattern": [ "[[Tiles]] can either be passive game elements in a game design or actively used by players. In the former case they are usually arranged before gameplay begins while in the latter case they allow [[Tile-Laying]] and can be held by players in what functionally are [[Card Hands]].", "[[Tiles]] can be used either to define the [[Game World]] or to be put on an area defined by the [[Game World]]. They may be designed in such a manner that every tile may be put next to any other tile (regarding form and appearance), or not (implying rules that a tile may only be put where it fits). In board games the game areas that are constructed by [[Tiles]] can make use of the two sides of a tile to represent different modes of the game area defined by the tile. In computer games the [[Tiles]] may have any number of different modes. [[Tiles]] can also have a semi-permanent nature, for example, they can start to deteriorate when an [[Avatar]] or one of a player's [[Units]] has been placed on the tile, creating a [[Time Limit]] for long the tile can be used.", @@ -33,57 +37,53 @@ "examples": [ "The board game Othello (aka Annex, aka Annexation) consists of playing tiles and flipping them, trying to make one's color dominant on the board.", "In the board game Dog eat Dog tiles are used to show that the nature on a part of the board has been polluted; they cover the board and show the same scenery, albeit more polluted, dirty and depressing.", - "NetHack uses Tiles to represent corridors, walls, dungeon, and cavern floors and so on. These Tiles are used to generate an almost limitless number of different dungeons." + "NetHack uses [[Tiles]] to represent corridors, walls, dungeon, and cavern floors and so on. These [[Tiles]] are used to generate an almost limitless number of different dungeons." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Game World", - "file": "GameWorld" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { "name": "Card Hands", "file": "CardHands" }, { - "name": "Discard Piles", - "file": "DiscardPiles" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Tiles", - "file": "Tiles" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { "name": "Shrinking Game World", "file": "ShrinkingGameWorld" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Discard Piles", + "file": "DiscardPiles" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Game World", + "file": "GameWorld" }, { "name": "Drawing Stacks", "file": "DrawingStacks" - }, - { - "name": "Strategic Locations", - "file": "StrategicLocations" } ], "pattern_id": "Tiles", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tiles.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TimeLimits.json b/TimeLimits.json index f569b50a6006e1ed566aba189bbdc63ac45ca856..31bffbc9c41c945b177feb11c9c5ab210eb20065 100644 --- a/TimeLimits.json +++ b/TimeLimits.json @@ -2,7 +2,10 @@ "pattern_name": "Time Limits", "description": "The Time Limit for completing an action, reaching a goal, staying in a certain mode of play, or finishing a game session has a limit based on either game time or real time.", "content": [ - "The [[Time Limit]] s can be hybrid between the game time and real time in a game. [[Time Limits]] can limit the duration of the game instance in games in which there are otherwise no natural end conditions for the game." + "The [[Time Limit]] s can be hybrid between the game time and real time in a game. [[Time Limits]] can limit the duration of the game instance in games in which there are otherwise no natural end conditions for the game.", + "Example: Soccer has a [[Time Limit]] of 90 minutes for a single game instance. The teams try to score as many goals as possible during this time.", + "Example: Chess can have [[Time Limits]] for both making one move or for the whole duration of the game. The [[Time Limit]] for the whole duration of the game can be based on game time, i. e. how many moves are allowed, or in real time, for example, stating that the whole duration of the game instance can be maximum of five minutes.", + "Example: some level based games have [[Time Limits]] for completing the level. If the players are unable to complete the level within the [[Time Limit]] they have to restart the level from the beginning or face other negative consequences." ], "using_the_pattern": [ "[[Time Limits]] can be used from at least three different points of view: first, to create [[Tension]] for the players for achieving a goal or performing some actions in the game; second, to limit the effect of consequences of player actions and game events, such as effects of some types of [[Penalties]], [[Rewards]], and [[Power-Ups]]; and third, to limit the lifespan of game instances or modes of play or to make [[Tied Results]] possible. The first point of view can be the effect of [[The Show Must Go On]] as players may experience [[Penalties]] if they remain passive. An example of the third point of view is to make [[Resources]] expire after a certain [[Time Limit]], something that often occurs naturally with [[Shared Resources]] through other players' exploitation of the [[Resources]]. All these three kinds of [[Time Limits]] are somewhat cumbersome to use in [[Self-Facilitated Games]] unless the measuring of the time is designed as an integral part of the gameplay. [[Game Pauses]] with [[Real-Time Games]] can disrupt the effect of [[Time Limits]] for reaching goals and performing actions. For example, if the player is allowed to pause the game in Tetris the natural [[Time Limit]] on planning is destroyed.", @@ -70,191 +73,183 @@ ] }, "examples": [ - "Soccer has a Time Limit of 90 minutes for a single game instance. The teams try to score as many goals as possible during this time.", - "Chess can have Time Limits for both making one move or for the whole duration of the game. The Time Limit for the whole duration of the game can be based on game time, i. e. how many moves are allowed, or in real time, for example, stating that the whole duration of the game instance can be maximum of five minutes.", - "some level based games have Time Limits for completing the level. If the players are unable to complete the level within the Time Limit they have to restart the level from the beginning or face other negative consequences." + "Soccer has a [[Time Limit]] of 90 minutes for a single game instance. The teams try to score as many goals as possible during this time.", + "Chess can have [[Time Limits]] for both making one move or for the whole duration of the game. The [[Time Limit]] for the whole duration of the game can be based on game time, i. e. how many moves are allowed, or in real time, for example, stating that the whole duration of the game instance can be maximum of five minutes.", + "some level based games have [[Time Limits]] for completing the level. If the players are unable to complete the level within the [[Time Limit]] they have to restart the level from the beginning or face other negative consequences." ], "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" - }, - { - "name": "Early Elimination", - "file": "EarlyElimination" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Empowerment", - "file": "Empowerment" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Continuous Goals", + "file": "ContinuousGoals" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Tension", + "file": "Tension" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Tension", - "file": "Tension" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Shared Resources", + "file": "SharedResources" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Game Pauses", + "file": "GamePauses" }, { "name": "Trading", "file": "Trading" }, { - "name": "Shared Resources", - "file": "SharedResources" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Empowerment", + "file": "Empowerment" }, { - "name": "Preventing Goals", - "file": "PreventingGoals" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { - "name": "King of the Hill", - "file": "KingoftheHill" + "name": "Early Elimination", + "file": "EarlyElimination" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Progress Indicators", + "file": "ProgressIndicators" }, { - "name": "Time Limit", - "file": "TimeLimits" + "name": "Resources", + "file": "Resources" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Arithmetic Rewards for Investments", - "file": "ArithmeticRewardsforInvestments" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Status Indicators", + "file": "StatusIndicators" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Tradeoffs", + "file": "Tradeoffs" }, { - "name": "Progress Indicators", - "file": "ProgressIndicators" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Evade", - "file": "Evade" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Race", - "file": "Race" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Status Indicators", - "file": "StatusIndicators" + "name": "Race", + "file": "Race" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Arithmetic Rewards for Investments", + "file": "ArithmeticRewardsforInvestments" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Evade", + "file": "Evade" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Power-Ups", + "file": "Power-Ups" }, { - "name": "Resources", - "file": "Resources" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Power-Ups", - "file": "Power-Ups" + "name": "Preventing Goals", + "file": "PreventingGoals" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { - "name": "Continuous Goals", - "file": "ContinuousGoals" + "name": "King of the Hill", + "file": "KingoftheHill" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "TimeLimits", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TimeLimits.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Timing.json b/Timing.json index e24f604157ebbb7f31049b76d9c78b156cd70893..a521fa6963ce033a6c62e9a4bc4972e4dbd53cb3 100644 --- a/Timing.json +++ b/Timing.json @@ -2,7 +2,9 @@ "pattern_name": "Timing", "description": "The effect on gameplay that actions have to be performed at certain points in game time to be performed at all or that the direct effect of actions varies greatly depending on when they are performed.", "content": [ - "The effects of actions in games often differ depending on when they are performed. This can occur because actions that always have the exact same direct effect have additional effects due to the game state or because the evaluation function for the effect depends on the current game state. In either case, the differences in effect make it possible for players to try and have [[Timing]] when they perform actions, so that they take maximum advantage of the possible actions." + "The effects of actions in games often differ depending on when they are performed. This can occur because actions that always have the exact same direct effect have additional effects due to the game state or because the evaluation function for the effect depends on the current game state. In either case, the differences in effect make it possible for players to try and have [[Timing]] when they perform actions, so that they take maximum advantage of the possible actions.", + "Example: Platform games such as Super Mario Sunshine allow special variants of actions to be performed if the [[Timing]] between two presses of the same button on the game controllers is correct.", + "Example: Fighting games such as Soul Calibur or the Tekken series put heavy emphasis on [[Timing]]: it is required to successfully attack opponents before they parry and it is also required to parry incoming attacks. Further, special actions are triggered by the right [[Timing]] of what would otherwise be normal actions." ], "using_the_pattern": [ "The advantage of [[Timing]] is present in both [[Turn-Based Games]] and[[Real-Time Games]]. For [[Turn-Based Games]], the question of [[Timing]] is usually linked to making best use of [[Privileged Abilities]] and [[Delayed Effects]], as well as efficiently using [[Geometric Rewards for Investments]]. [[Real-Time Games]] offer more variety in the ways of requiring [[Timing]]: [[Combat]] usually requires [[Timing]] through [[Combos]] or [[Aim & Shoot]] to succeed with [[Overcome]] goals; [[Capture]] and [[Configuration]] can require [[No-Ops]] and [[Aim & Shoot]]; and successful navigation to [[Deadly Traps]], [[Obstacles]], and use [[Moveable Tiles]] requires [[Timing]]. In [[Real-Time Games]], the requirement of [[Timing]] several times concurrently with fixed intervals between gives rise to [[Rhythm-Based Actions]]." @@ -42,98 +44,94 @@ "Potentially conflicting with": [] }, "examples": [ - "Platform games such as Super Mario Sunshine allow special variants of actions to be performed if the Timing between two presses of the same button on the game controllers is correct.", - "Fighting games such as Soul Calibur or the Tekken series put heavy emphasis on Timing: it is required to successfully attack opponents before they parry and it is also required to parry incoming attacks. Further, special actions are triggered by the right Timing of what would otherwise be normal actions." + "Platform games such as Super Mario Sunshine allow special variants of actions to be performed if the [[Timing]] between two presses of the same button on the game controllers is correct.", + "Fighting games such as Soul Calibur or the Tekken series put heavy emphasis on [[Timing]]: it is required to successfully attack opponents before they parry and it is also required to parry incoming attacks. Further, special actions are triggered by the right [[Timing]] of what would otherwise be normal actions." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Combat", + "file": "Combat" }, { - "name": "Timing", - "file": "Timing" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Moveable Tiles", - "file": "MoveableTiles" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Configuration", - "file": "Configuration" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "No-Ops", "file": "No-Ops" }, - { - "name": "Deadly Traps", - "file": "DeadlyTraps" - }, { "name": "Combos", "file": "Combos" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Capture", + "file": "Capture" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { "name": "Delayed Effects", "file": "DelayedEffects" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Configuration", + "file": "Configuration" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Moveable Tiles", + "file": "MoveableTiles" }, { - "name": "Capture", - "file": "Capture" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Combat", - "file": "Combat" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "Timing", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Timing.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tools.json b/Tools.json index 561adec3246a0c319ff435273f64b399b6916aa8..37c258331abfb0eeb28c9ad44cdd0168c8059f10 100644 --- a/Tools.json +++ b/Tools.json @@ -2,7 +2,8 @@ "pattern_name": "Tools", "description": "Tools are game elements that enable the players' Avatars and Units to perform actions otherwise unavailable to them.", "content": [ - "[[Tools]] and the game elements that use them are separate entities and can exist independently of each other, allowing [[Tools]] to be designed in such way that they can be picked up, dropped, destroyed, traded, and so on; that is, they do not have a fixed position in the [[Game World]]." + "[[Tools]] and the game elements that use them are separate entities and can exist independently of each other, allowing [[Tools]] to be designed in such way that they can be picked up, dropped, destroyed, traded, and so on; that is, they do not have a fixed position in the [[Game World]].", + "Example: Roleplaying games make most intense use of [[Tools]], often in the form of weapons and armors to affect combat outcomes and gadgets (e. g., keys, ladders, mirrors) to overcome problems. Massively Multiplayer Online Roleplaying Games have expanded this further by requiring the use of various [[Tools]] in the item production chains such games sometimes support." ], "using_the_pattern": [ "The fundamental characteristics of [[Tools]] are the actions they support. They may be [[Improved Abilities]] through increased in [[Skills]], [[New Abilities]], and possibly [[Privileged Abilities]] that players do not have otherwise, or they may have [[Extra-Game Consequences]].", @@ -49,113 +50,109 @@ "Potentially conflicting with": [] }, "examples": [ - "Roleplaying games make most intense use of Tools, often in the form of weapons and armors to affect combat outcomes and gadgets (e. g., keys, ladders, mirrors) to overcome problems. Massively Multiplayer Online Roleplaying Games have expanded this further by requiring the use of various Tools in the item production chains such games sometimes support." + "Roleplaying games make most intense use of [[Tools]], often in the form of weapons and armors to affect combat outcomes and gadgets (e. g., keys, ladders, mirrors) to overcome problems. Massively Multiplayer Online Roleplaying Games have expanded this further by requiring the use of various [[Tools]] in the item production chains such games sometimes support." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Collecting", - "file": "Collecting" - }, - { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Units", + "file": "Units" }, { - "name": "Improved Abilities", - "file": "ImprovedAbilities" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Converters", - "file": "Converters" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Controllers", + "file": "Controllers" }, { - "name": "Gain Competence", - "file": "GainCompetence" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Characters", - "file": "Characters" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { "name": "Skills", "file": "Skills" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Perceived Chance to Succeed", + "file": "PerceivedChancetoSucceed" }, { "name": "Gain Ownership", "file": "GainOwnership" }, { - "name": "Perceived Chance to Succeed", - "file": "PerceivedChancetoSucceed" + "name": "Spawning", + "file": "Spawning" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Helpers", + "file": "Helpers" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Units", - "file": "Units" + "name": "Converters", + "file": "Converters" }, { - "name": "Helpers", - "file": "Helpers" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Characters", + "file": "Characters" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Gain Competence", + "file": "GainCompetence" }, { - "name": "Spawning", - "file": "Spawning" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Rewards", - "file": "Rewards" + "name": "Improved Abilities", + "file": "ImprovedAbilities" }, { - "name": "Tools", - "file": "Tools" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" } ], "pattern_id": "Tools", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tools.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tournaments.json b/Tournaments.json index 7bd2a6c8f8df10f681f5a864279c5f78895643ea..81b213d8cd77eb5cc04388e9aaa88da9ab07a88d 100644 --- a/Tournaments.json +++ b/Tournaments.json @@ -3,7 +3,10 @@ "description": "Tournaments consist of the playing of a series of game instances where the outcome of each instances affects the outcome of the whole tournament.", "content": [ "By making each of a number of games count toward a common score, virtually any kind of game or games can be made into [[Tournaments]]. [[Tournaments]] also allow several players to compete in teams even if the individual games do not allow teams, and [[Tournaments]] may also let more players test their skills against each other than is possible in a single game session. Usually all participants in a [[Tournament]], either on a team level or an individual player level, are part of the [[Tournament]] from the beginning, and changes to the team composition are not allowed as long as the [[Tournament]] continues.", - "Some games, particularly games of chance, are played in [[Tournaments]] where several game instances are completed within a single play session. These games have a short playing time for each instance, and the skill required is most often based on outwitting or outguessing other players' strategies or simply on luck." + "Some games, particularly games of chance, are played in [[Tournaments]] where several game instances are completed within a single play session. These games have a short playing time for each instance, and the skill required is most often based on outwitting or outguessing other players' strategies or simply on luck.", + "Example: In Poker, each round is one game instance and, for most people, playing only one round is quite meaningless. That is why Poker is very often played in a [[Tournament]], such as the Poker night, where the outcome is to win money from the other players and to gain insight into the other players' ways of playing Poker.", + "Example: TransAmerica is a board game where the goal for each round is to be the first player to connect five American cities with railroad tracks, and the players who still have unconnected cities lose points based on how many tracks are missing from connecting the cities. The cities to be connected are different for each player and they are kept secret from the other players. The [[Tournament]] ends when one of the players has lost a certain amount of points.", + "Example: The world cup in Soccer is a [[Tournament]] using elimination of the other teams for determining the final winner. The teams are eliminated from the [[Tournament]] on the basis of losing single game instances to other teams, and the last team left in play is the winner." ], "using_the_pattern": [ "The primary design choice of a [[Tournament]], of course, concerns what games the [[Tournament]] should consist of. Usually this is one game played several different times, either with the same or a different composition of players, but [[Tournaments]] consisting of other [[Tournaments]] are also possible, as are[[Polyathlons]]. If the different events where players compete against each other are sufficiently separate, [[Last Man Standing]] can be seen as a [[Tournament]] (as in the game Unreal Tournament). Common uses of the [[Tournament]] structure within [[Multiplayer Games]] can be found when [[Betting]] or[[Combat]] activities occur.", @@ -56,123 +59,119 @@ "Potentially conflicting with": [] }, "examples": [ - "In Poker, each round is one game instance and, for most people, playing only one round is quite meaningless. That is why Poker is very often played in a Tournament, such as the Poker night, where the outcome is to win money from the other players and to gain insight into the other players' ways of playing Poker.", - "TransAmerica is a board game where the goal for each round is to be the first player to connect five American cities with railroad tracks, and the players who still have unconnected cities lose points based on how many tracks are missing from connecting the cities. The cities to be connected are different for each player and they are kept secret from the other players. The Tournament ends when one of the players has lost a certain amount of points.", - "The world cup in Soccer is a Tournament using elimination of the other teams for determining the final winner. The teams are eliminated from the Tournament on the basis of losing single game instances to other teams, and the last team left in play is the winner." + "In Poker, each round is one game instance and, for most people, playing only one round is quite meaningless. That is why Poker is very often played in a [[Tournament]], such as the Poker night, where the outcome is to win money from the other players and to gain insight into the other players' ways of playing Poker.", + "TransAmerica is a board game where the goal for each round is to be the first player to connect five American cities with railroad tracks, and the players who still have unconnected cities lose points based on how many tracks are missing from connecting the cities. The cities to be connected are different for each player and they are kept secret from the other players. The [[Tournament]] ends when one of the players has lost a certain amount of points.", + "The world cup in Soccer is a [[Tournament]] using elimination of the other teams for determining the final winner. The teams are eliminated from the [[Tournament]] on the basis of losing single game instances to other teams, and the last team left in play is the winner." ], "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" - }, - { - "name": "Last Man Standing", - "file": "LastManStanding" + "name": "Score", + "file": "Score" }, { - "name": "Betting", - "file": "Betting" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Player Balance", - "file": "PlayerBalance" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Combat", + "file": "Combat" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Overcome", + "file": "Overcome" }, { "name": "Tension", "file": "Tension" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Spectators", + "file": "Spectators" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Player Balance", + "file": "PlayerBalance" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Quick Games", + "file": "QuickGames" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" }, { - "name": "Perceivable Margins", - "file": "PerceivableMargins" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Combat", - "file": "Combat" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Betting", + "file": "Betting" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Closure Points", + "file": "ClosurePoints" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Perceivable Margins", + "file": "PerceivableMargins" }, { - "name": "Score", - "file": "Score" + "name": "Last Man Standing", + "file": "LastManStanding" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Tournament", - "file": "Tournaments" + "name": "Tied Results", + "file": "TiedResults" } ], "pattern_id": "Tournaments", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tournaments.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Traces.json b/Traces.json index dd3c46f719cdccd037cd6610ccd8b55447745f5d..32cc920d7bd37e9ec238849ee1be90e25bf83c0a 100644 --- a/Traces.json +++ b/Traces.json @@ -1,7 +1,9 @@ { "pattern_name": "Traces", "description": "Traces are game elements, or distinct parts of the game world, that are created when game elements are moved through the environment. Traces can also show what has happened before the gameplay began.", - "content": [], + "content": [ + "Example: A common example of traces is footsteps left by avatars in first-person shooters when the avatars have passed through water or acid. Other examples include skid tracks in racing games or blood drops in adventure games." + ], "using_the_pattern": [ "The appearance of [[Traces]] is usually determined by the nature of what or where the [[Trace]] was generated, e. g. combat can generate [[Traces]] of blood while cars generate skid tracks. Common uses of [[Traces]] are to show the [[Privileged Movement]] of others, help [[Game World Navigation]], or give indications of [[Achilles' Heels]]. However, [[Traces]] may also work as [[Red Herrings]] that lead to dead ends, either within the [[Consistent Reality Logic]] of the game or for the completion of the goals in the game. In the latter case the appearance of the [[Traces]] can be more varied.", "The functional nature of [[Traces]] in a game can be separated into two general classes: those that cannot be manipulated by the players and those that can. The first class solely provides the players with information about what previous actions have happened before and during the gameplay. Those generated before the gameplay typically provide information about [[Enemies]] or Puzzles while those generated during the gameplay can also be [[Traces]] of other players and often disappear after a certain [[Time Limit]].", @@ -44,77 +46,77 @@ ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ - { - "name": "Game World Navigation", - "file": "GameWorldNavigation" - }, - { - "name": "Exploration", - "file": "Exploration" - }, { "name": "Pick-Ups", "file": "Pick-Ups" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Outstanding Features", + "file": "OutstandingFeatures" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Illusionary Rewards", + "file": "IllusionaryRewards" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Game World Navigation", + "file": "GameWorldNavigation" + }, + { + "name": "Traverse", + "file": "Traverse" }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, { - "name": "Clues", - "file": "Clues" + "name": "Resource Locations", + "file": "ResourceLocations" }, { - "name": "Tension", - "file": "Tension" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Illusionary Rewards", - "file": "IllusionaryRewards" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Outstanding Features", - "file": "OutstandingFeatures" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Puzzle Solving", + "file": "PuzzleSolving" }, { - "name": "Resource Locations", - "file": "ResourceLocations" + "name": "Surprises", + "file": "Surprises" }, { "name": "Reconnaissance", "file": "Reconnaissance" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Tension", + "file": "Tension" }, { - "name": "Surprises", - "file": "Surprises" + "name": "Privileged Movement", + "file": "PrivilegedMovement" + }, + { + "name": "Clues", + "file": "Clues" } ], "pattern_id": "Traces", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Traces.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Tradeoffs.json b/Tradeoffs.json index 7e8e15099204468480bd18b7475abe8e1df24c2f..f8440a5e8d5f5a4655ba463506b6767f5c68ec9b 100644 --- a/Tradeoffs.json +++ b/Tradeoffs.json @@ -2,7 +2,9 @@ "pattern_name": "Tradeoffs", "description": "That players must choose between several different options and compare values against each other.", "content": [ - "For choices to be interesting in games, they need to be challenging. One way choices can be difficult to do is if they have different sorts of advantages or the advantages are coupled with disadvantages. In this case, there does not have to be one choice that is easily identifiable as the best, and players have to do [[Tradeoffs]] instead." + "For choices to be interesting in games, they need to be challenging. One way choices can be difficult to do is if they have different sorts of advantages or the advantages are coupled with disadvantages. In this case, there does not have to be one choice that is easily identifiable as the best, and players have to do [[Tradeoffs]] instead.", + "Example: The various technologies that can be gained in the computer game Civilization not only have different advantages but also are prerequisites for different, more advanced, technologies. When playing the game, players must make [[Tradeoffs]] between what technologies they need, often depending on the local surroundings and the goal of gaining certain advanced technologies.", + "Example: All roleplaying games where players can distribute values for statistics or skills require players to do tradeoffs, such as whether they want characters that are strong and dumb or weak and smart, clumsy but charming or agile but unpleasant, and so on." ], "using_the_pattern": [ "There are several ways to create [[Tradeoffs]] in games, but all rely on a [[Freedom of Choice]] for players: if various areas in the game have different properties, players have to do [[Tradeoffs]] concerning [[Area Control]]; the [[Perceived Chance to Succeed]] may differ between different actions and force [[Tradeoffs]] between the [[Risk/Rewards]] choices; [[Cameras]] may force players to do [[Tradeoffs]] on what to view or how to perform [[Attention Swapping]]; Player-Decided Distribution of Reward & Penalties forces players to give advantages to some players and disadvantages to others; [[Time Limit]] and [[Budgeted Action Points]] let players choose between many actions but force them to do [[Tradeoffs]] between which to perform, and similar analysis needs to be done for [[Resource Management]]; [[Bidding]] forces players to make [[Tradeoffs]] between the cost of the bid and what can be gained from the bid; and [[Supporting Goals]] can make the main goals easier but may deplete [[Resources]] or take time.", @@ -58,146 +60,142 @@ "Potentially conflicting with": [] }, "examples": [ - "The various technologies that can be gained in the computer game Civilization not only have different advantages but also are prerequisites for different, more advanced, technologies. When playing the game, players must make Tradeoffs between what technologies they need, often depending on the local surroundings and the goal of gaining certain advanced technologies.", + "The various technologies that can be gained in the computer game Civilization not only have different advantages but also are prerequisites for different, more advanced, technologies. When playing the game, players must make [[Tradeoffs]] between what technologies they need, often depending on the local surroundings and the goal of gaining certain advanced technologies.", "All roleplaying games where players can distribute values for statistics or skills require players to do tradeoffs, such as whether they want characters that are strong and dumb or weak and smart, clumsy but charming or agile but unpleasant, and so on." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Consumers", - "file": "Consumers" + "name": "Combat", + "file": "Combat" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Tradeoffs", - "file": "Tradeoffs" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Tension", + "file": "Tension" }, { - "name": "Converters", - "file": "Converters" + "name": "Consumers", + "file": "Consumers" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Tension", - "file": "Tension" + "name": "Committed Goals", + "file": "CommittedGoals" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Time Limits", + "file": "TimeLimits" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Limited Resources", + "file": "LimitedResources" }, { - "name": "Cognitive Immersion", - "file": "CognitiveImmersion" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Resources", + "file": "Resources" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Combat", - "file": "Combat" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Converters", + "file": "Converters" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Resources", - "file": "Resources" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Producers", - "file": "Producers" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Producers", + "file": "Producers" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Cognitive Immersion", + "file": "CognitiveImmersion" } ], "pattern_id": "Tradeoffs", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Tradeoffs.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Trading.json b/Trading.json index f39aae279bba47fb19cb0fa777fef030770267e7..1eaaa44ec8dfefad2e8265d00fe4c2b622eb484d 100644 --- a/Trading.json +++ b/Trading.json @@ -3,7 +3,10 @@ "description": "Players exchange some kind of Resource, be it information, actions, or game elements, between each other or the game system.", "content": [ "[[Trading]] in its simplest form is an exchange of some kind of [[Resource]] between the buyer and the seller. The simplest way this can be achieved is when players buy something from the game system with an in-game currency, for example, gold coins in a fantasy adventure game. [[Trading]], however, always requires an incentive to do the exchanges. In most cases, this is achieved by requiring that different kinds of resources are required for player progress but that the basic production of the resources for the player is not balanced, thus giving players an incentive to trade surplus resources for resources they are lacking.", - "[[Trading]] has three distinct phases: initiating the trade by making a trade offer, an optional bargaining phase, and finally resolving the exchange of the [[Resources]]. The player initiating the trade usually has an option to cancel the trade at any point. [[Trading]] is usually a specific mode of play in the game and the different phases are sometimes distinct sub-modes of the trading." + "[[Trading]] has three distinct phases: initiating the trade by making a trade offer, an optional bargaining phase, and finally resolving the exchange of the [[Resources]]. The player initiating the trade usually has an option to cancel the trade at any point. [[Trading]] is usually a specific mode of play in the game and the different phases are sometimes distinct sub-modes of the trading.", + "Example: In Zelda: A Link to the Past, the player can replenish his health and magic levels and acquire useful items, such as arrows and bombs, in shops in exchange for rupees. The rupees are used as the basic currency in the game, and they are gained by performing various short tasks in the game, such as navigating a maze in a certain time, and by killing wandering monsters.", + "Example: NetHack, the classic dungeon crawl traditionally using ASCII-graphics, has different kinds of shops scattered around the dungeons. The player is able to buy different items, ranging from basic food rations to enchanted weapons and magic books, from the shops, and he is also able to sell items to the shop keeper. The basic currency used for such trades in the game is, not surprisingly, gold pieces.", + "Example: Settlers of Catan, a famous German board game, has a specific trading phase where the player can trade the five basic resources of the game---lumber, wool, grain, bricks, and ore---with other players by announcing the resources he needs and what he is willing to give in return. The other players are also free to make their proposals and counter proposals to the player so the trade also has a bargaining phase. In this game, only the player whose turn it is can initiate trades, which means that the other players may not trade among themselves. There is also an option to trade with the game system, but then the trade usually has a worse return rate than in trades with other players and there is no possibility for bargaining. The trades in the game are open; that is, the other players see what kinds of trades are performed. The design of resource production in the games often make players have unequal production rates between the different resource types, but the progress---building roads, settlements, and cities and buying development cards---requires that the [[Resources]] are somewhat balanced." ], "using_the_pattern": [ "[[Trading,]] in its essence, is a [[Transfer of Control]]. When introducing [[Trading]] in a game, one should decide reasons for players to want [[Ownership]] and reasons why they should wish to make exchanges with other players.", @@ -64,114 +67,106 @@ "examples": [ "In Zelda: A Link to the Past, the player can replenish his health and magic levels and acquire useful items, such as arrows and bombs, in shops in exchange for rupees. The rupees are used as the basic currency in the game, and they are gained by performing various short tasks in the game, such as navigating a maze in a certain time, and by killing wandering monsters.", "NetHack, the classic dungeon crawl traditionally using ASCII-graphics, has different kinds of shops scattered around the dungeons. The player is able to buy different items, ranging from basic food rations to enchanted weapons and magic books, from the shops, and he is also able to sell items to the shop keeper. The basic currency used for such trades in the game is, not surprisingly, gold pieces.", - "Settlers of Catan, a famous German board game, has a specific trading phase where the player can trade the five basic resources of the game---lumber, wool, grain, bricks, and ore---with other players by announcing the resources he needs and what he is willing to give in return. The other players are also free to make their proposals and counter proposals to the player so the trade also has a bargaining phase. In this game, only the player whose turn it is can initiate trades, which means that the other players may not trade among themselves. There is also an option to trade with the game system, but then the trade usually has a worse return rate than in trades with other players and there is no possibility for bargaining. The trades in the game are open; that is, the other players see what kinds of trades are performed. The design of resource production in the games often make players have unequal production rates between the different resource types, but the progress---building roads, settlements, and cities and buying development cards---requires that the Resources are somewhat balanced." + "Settlers of Catan, a famous German board game, has a specific trading phase where the player can trade the five basic resources of the game---lumber, wool, grain, bricks, and ore---with other players by announcing the resources he needs and what he is willing to give in return. The other players are also free to make their proposals and counter proposals to the player so the trade also has a bargaining phase. In this game, only the player whose turn it is can initiate trades, which means that the other players may not trade among themselves. There is also an option to trade with the game system, but then the trade usually has a worse return rate than in trades with other players and there is no possibility for bargaining. The trades in the game are open; that is, the other players see what kinds of trades are performed. The design of resource production in the games often make players have unequal production rates between the different resource types, but the progress---building roads, settlements, and cities and buying development cards---requires that the [[Resources]] are somewhat balanced." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Cooperation", + "file": "Cooperation" }, { - "name": "Resource Generators", - "file": "ResourceGenerators" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Cooperation", - "file": "Cooperation" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Symmetric Information", - "file": "SymmetricInformation" + "name": "Ownership", + "file": "Ownership" + }, + { + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { "name": "Competition", "file": "Competition" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Time Limits", + "file": "TimeLimits" }, { "name": "Gain Ownership", "file": "GainOwnership" }, - { - "name": "Transfer of Control", - "file": "TransferofControl" - }, - { - "name": "Ownership", - "file": "Ownership" - }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" - }, - { - "name": "Construction", - "file": "Construction" - }, - { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Negotiation", - "file": "Negotiation" + "name": "Optional Goals", + "file": "OptionalGoals" }, { "name": "Resources", "file": "Resources" }, { - "name": "Optional Goals", - "file": "OptionalGoals" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Resource Generators", + "file": "ResourceGenerators" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Construction", + "file": "Construction" }, { "name": "Power-Ups", "file": "Power-Ups" }, { - "name": "Area Control", - "file": "AreaControl" - }, - { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Transfer of Control", + "file": "TransferofControl" }, { "name": "Betrayal", "file": "Betrayal" }, + { + "name": "Rewards", + "file": "Rewards" + }, + { + "name": "Collaborative Actions", + "file": "CollaborativeActions" + }, { "name": "Bluffing", "file": "Bluffing" }, + { + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" + }, { "name": "Indirect Information", "file": "IndirectInformation" @@ -179,14 +174,22 @@ { "name": "Delivery", "file": "Delivery" + }, + { + "name": "Symmetric Information", + "file": "SymmetricInformation" + }, + { + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "Trading", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Trading.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Trans-GameInformation.json b/Trans-GameInformation.json index 96244f5fee745a0e25c4284bb8cf118a7166eb3c..f39cf53724d7e35c83f4fd4449e2b85506b118bd 100644 --- a/Trans-GameInformation.json +++ b/Trans-GameInformation.json @@ -2,7 +2,9 @@ "pattern_name": "Trans-Game Information", "description": "Information that is passed from one game session to another game session.", "content": [ - "Some of the information in games is used or usable in other games. This form of information is called [[Trans-Game Information]] as it moves from one game to another. The information can be parts of the game state, information about how to perform actions, what events occur in the game, or simply who won the game." + "Some of the information in games is used or usable in other games. This form of information is called [[Trans-Game Information]] as it moves from one game to another. The information can be parts of the game state, information about how to perform actions, what events occur in the game, or simply who won the game.", + "Example: the system of handicap in both Golf and Go is [[Trans-Game Information]] that is used not only to let players of different skill levels to compete against each other but also allow players to rank themselves.", + "Example: the results of individual games in a tournament are past to the tournament itself. Sometimes only who won the game is used to affect the tournamentbut often also the actual result in recorded as well to function as tiebreakers." ], "using_the_pattern": [ "[[Trans-Game Information]] can either be used to affect [[Meta Games]], different games, or other game instances of the same game. In all these cases the information spread can be about specific games states while in the last in can also be about the game design. When the information concerns the game design, it can either be rules and how to perform specific actions, where [[Easter Eggs]] exists, or how the [[Narrative Structure]] is constructed, the latter ruining [[Surprises]] and [[Unknown Goals]]. As discovering [[Easter Eggs]] and experiencing designed [[Surprises]] is an automatic form of [[Trans-Game Information]] for players when they replay a game, the events are a form of [[Irreversible Actions]] across game instances and lessen the potential for [[Replayability]]. [[Public Information]] is by its nature the information that is most likely to spread between games as all players have access to it through intermediates, but the value of what is otherwise [[Imperfect Information]] (such as where [[Easter Eggs]] exist) can be more valuable. However, the spreading of [[Trans-Game Information]] can make any form of information into [[Public Information]] unless the channels used to pass the information is restricted.", @@ -54,118 +56,114 @@ ] }, "examples": [ - "the system of handicap in both Golf and Go is Trans-Game Information that is used not only to let players of different skill levels to compete against each other but also allow players to rank themselves.", + "the system of handicap in both Golf and Go is [[Trans-Game Information]] that is used not only to let players of different skill levels to compete against each other but also allow players to rank themselves.", "the results of individual games in a tournament are past to the tournament itself. Sometimes only who won the game is used to affect the tournamentbut often also the actual result in recorded as well to function as tiebreakers." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Ghosts", - "file": "Ghosts" - }, - { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Never Ending Stories", + "file": "NeverEndingStories" }, { - "name": "Extra-Game Consequences", - "file": "Extra-GameConsequences" + "name": "Score", + "file": "Score" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Ghosts", + "file": "Ghosts" }, { - "name": "Tournaments", - "file": "Tournaments" + "name": "Public Information", + "file": "PublicInformation" }, { - "name": "Easter Eggs", - "file": "EasterEggs" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { "name": "Handles", "file": "Handles" }, { - "name": "Social Statuses", - "file": "SocialStatuses" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "High Score Lists", - "file": "HighScoreLists" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Replayability", - "file": "Replayability" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Handicaps", - "file": "Handicaps" + "name": "Easter Eggs", + "file": "EasterEggs" }, { - "name": "Never Ending Stories", - "file": "NeverEndingStories" + "name": "Tournaments", + "file": "Tournaments" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Handicaps", + "file": "Handicaps" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Save-Load Cycles", - "file": "Save-LoadCycles" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "High Score Lists", + "file": "HighScoreLists" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Storytelling", + "file": "Storytelling" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Meta Games", - "file": "MetaGames" + "name": "Save-Load Cycles", + "file": "Save-LoadCycles" }, { - "name": "Public Information", - "file": "PublicInformation" + "name": "Extra-Game Consequences", + "file": "Extra-GameConsequences" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Meta Games", + "file": "MetaGames" }, { - "name": "Score", - "file": "Score" + "name": "Social Statuses", + "file": "SocialStatuses" } ], "pattern_id": "Trans-GameInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Trans-GameInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TransferofControl.json b/TransferofControl.json index 2b61ee5b7d41b159c53cf779b3d83ae51ab69cc3..5db0f6581f493a4a02ccb264f7f45b022b7f3133 100644 --- a/TransferofControl.json +++ b/TransferofControl.json @@ -2,7 +2,9 @@ "pattern_name": "Transfer of Control", "description": "When the influence over a game element is passed from one player to another.", "content": [ - "Many games let game elements, or the control over the actions they allow, shift between players. This [[Transfer of Control]] makes the ownership of game elements less sure in the game and provides players with goals of trying to change the ownership status of game elements." + "Many games let game elements, or the control over the actions they allow, shift between players. This [[Transfer of Control]] makes the ownership of game elements less sure in the game and provides players with goals of trying to change the ownership status of game elements.", + "Example: Trading in the board game Civilization allows players to collect series of a commodities, which can then be used to purchase advances.", + "Example: The special ability of Priests in Age of Empires is to transfer the control of enemy units to the player controlling the Priests." ], "using_the_pattern": [ "[[Resources]] are the most common type of game element that may shift between different players' control, followed by [[Tools]] and [[Units]]. [[Transfer of Control]] also addressed which player has [[Area Control]] over various parts of the game board or world. [[Gain Ownership]] and [[Collection]] goals require [[Transfer of Control]] events to occur, but the [[Transfer of Control]] does not have to be between players; the control can go from being uncontrolled, or controlled by the game system, to a player or vice versa. [[Collecting]] is an activity that gives a player control over game elements that in most cases are not under any other player's control. [[Penalties]] of losing [[Resources]] or [[Tools]], and the [[Ability Losses]] these cause, are examples of [[Transfer of Control]] from players to an uncontrolled state.", @@ -62,128 +64,128 @@ "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Collecting", - "file": "Collecting" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Betting", - "file": "Betting" + "name": "Units", + "file": "Units" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Closed Economies", + "file": "ClosedEconomies" }, { - "name": "Emotional Immersion", - "file": "EmotionalImmersion" + "name": "Overcome", + "file": "Overcome" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Collection", + "file": "Collection" }, { - "name": "Collaborative Actions", - "file": "CollaborativeActions" + "name": "Ownership", + "file": "Ownership" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Trading", + "file": "Trading" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Closed Economies", - "file": "ClosedEconomies" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Closure Points", - "file": "ClosurePoints" + "name": "Gain Ownership", + "file": "GainOwnership" }, { - "name": "Geometric Rewards for Investments", - "file": "GeometricRewardsforInvestments" + "name": "Capture", + "file": "Capture" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Emotional Immersion", + "file": "EmotionalImmersion" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Resources", + "file": "Resources" }, { - "name": "Gain Ownership", - "file": "GainOwnership" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Trading", - "file": "Trading" + "name": "Collecting", + "file": "Collecting" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Tools", + "file": "Tools" }, { - "name": "Units", - "file": "Units" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Capture", - "file": "Capture" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Collection", - "file": "Collection" + "name": "Betting", + "file": "Betting" }, { - "name": "Tools", - "file": "Tools" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Resources", - "file": "Resources" + "name": "Closure Points", + "file": "ClosurePoints" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Collaborative Actions", + "file": "CollaborativeActions" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Overcome", - "file": "Overcome" + "name": "Geometric Rewards for Investments", + "file": "GeometricRewardsforInvestments" } ], "pattern_id": "TransferofControl", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TransferofControl.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Traverse.json b/Traverse.json index 62b0c18d8f55ee152e114ef70cea41a1e7ac30de..e5fee684a8aef2d16eaa5e7e10ed48524a086883 100644 --- a/Traverse.json +++ b/Traverse.json @@ -2,7 +2,9 @@ "pattern_name": "Traverse", "description": "The goal to try and move a game element from one position in the game to another.", "content": [ - "Board games such as Backgammon and Ludo and all sports [[Race]] s from the 100 Meter Dash to marathons to horse [[Races]] are examples of [[Traverse]] used together with [[Race]]." + "Board games such as Backgammon and Ludo and all sports [[Race]] s from the 100 Meter Dash to marathons to horse [[Races]] are examples of [[Traverse]] used together with [[Race]].", + "Example: Moving one's pawn to the opposite end of the board is a [[Traverse]] goal in Chess.", + "Example: Platform games such as those in the Mario or Super Monkey Ball seriescan be defined as having [[Traverse]] goals of going from the beginning of a level to the end." ], "using_the_pattern": [ "The two main considerations when designing a [[Traverse]] goal are the actual game space that has to be moved through and the ways in which players can move. The game space can either only allow one specific path to be followed (having one [[Goal Point]] at the end location), as in Snake s & Ladders (players do not have a choice of how to move although the ladders and snakes provide shortcuts and returns to earlier places), or allow players to choose between different paths (having at least one [[Goal Point]] at the end location and possibly intermediate [[Goal Points]] that have to be visited). The latter allow players to make plans depending on what [[Strategic Location]] s exist as well as what [[Enemies]] and [[Obstacles]] exist, for example, letting players choose between [[Evade]] and [[Overcome]] goals.", @@ -53,118 +55,114 @@ "Potentially conflicting with": [] }, "examples": [ - "Moving one's pawn to the opposite end of the board is a Traverse goal in Chess.", - "Platform games such as those in the Mario or Super Monkey Ball seriescan be defined as having Traverse goals of going from the beginning of a level to the end." + "Moving one's pawn to the opposite end of the board is a [[Traverse]] goal in Chess.", + "Platform games such as those in the Mario or Super Monkey Ball seriescan be defined as having [[Traverse]] goals of going from the beginning of a level to the end." ], "label": "11. Game Design Patterns for Goals", "pattern_links": [ { - "name": "Safe Havens", - "file": "SafeHavens" + "name": "Contact", + "file": "Contact" }, { - "name": "Traverse", - "file": "Traverse" + "name": "Inaccessible Areas", + "file": "InaccessibleAreas" }, { - "name": "Reconnaissance", - "file": "Reconnaissance" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Aim & Shoot", - "file": "Aim&Shoot" + "name": "Chargers", + "file": "Chargers" }, { - "name": "Strategic Locations", - "file": "StrategicLocations" + "name": "Stealth", + "file": "Stealth" }, { - "name": "Goal Points", - "file": "GoalPoints" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Save Points", - "file": "SavePoints" + "name": "Reconnaissance", + "file": "Reconnaissance" }, { - "name": "Traces", - "file": "Traces" + "name": "Safe Havens", + "file": "SafeHavens" }, { - "name": "Delivery", - "file": "Delivery" + "name": "Traces", + "file": "Traces" }, { - "name": "Movement", - "file": "Movement" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Aim & Shoot", + "file": "Aim&Shoot" }, { - "name": "Obstacles", - "file": "Obstacles" + "name": "Movement", + "file": "Movement" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Save Points", + "file": "SavePoints" }, { "name": "Progress Indicators", "file": "ProgressIndicators" }, { - "name": "Evade", - "file": "Evade" - }, - { - "name": "Enemies", - "file": "Enemies" + "name": "Strategic Locations", + "file": "StrategicLocations" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Herd", + "file": "Herd" }, { - "name": "Indirect Control", - "file": "IndirectControl" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Privileged Movement", - "file": "PrivilegedMovement" + "name": "Goal Points", + "file": "GoalPoints" }, { - "name": "Stealth", - "file": "Stealth" + "name": "Area Control", + "file": "AreaControl" }, { - "name": "Inaccessible Areas", - "file": "InaccessibleAreas" + "name": "Indirect Control", + "file": "IndirectControl" }, { - "name": "Area Control", - "file": "AreaControl" + "name": "Obstacles", + "file": "Obstacles" }, { - "name": "Contact", - "file": "Contact" + "name": "Evade", + "file": "Evade" }, { - "name": "Herd", - "file": "Herd" + "name": "Delivery", + "file": "Delivery" }, { - "name": "Chargers", - "file": "Chargers" + "name": "Privileged Movement", + "file": "PrivilegedMovement" } ], "pattern_id": "Traverse", "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780310", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Traverse.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Turn-BasedGames.json b/Turn-BasedGames.json index 84d4d3bfbe0e3569d45359ec8578bd0db4710ebd..3420aa566b51168103d6f20b4882a2a8645c5545 100644 --- a/Turn-BasedGames.json +++ b/Turn-BasedGames.json @@ -2,7 +2,9 @@ "pattern_name": "Turn-Based Games", "description": "The players take turns to make their actions to change the game state, and the progress of game time is not tied to the real time.", "content": [ - "The progress of game time in [[Turn-Based Games]] is not directly linked to real time, and it may be up to the players to pace the game." + "The progress of game time in [[Turn-Based Games]] is not directly linked to real time, and it may be up to the players to pace the game.", + "Example: In Chess, the players take turns to move their pieces on the board. In the basic variant, there is no strict time limit for the players to execute their turns apart from social pressure exerted by the other player.", + "Example: Laser Squad Nemesis and the Combat Mission serie offer the players modes for hot-seating, switching the player whose turn it is, and sending the turn information via e-mail to the other player." ], "using_the_pattern": [ "[[Turn-Based Games]] may be easily changed to [[Tick-Based Games]] by simply introducing [[Time Limits]] to the players' [[Turn Taking]]. [[Turn-Based Games]] can be supported by [[Dedicated Game Facilitators]], especially when the turn is resolved simultaneously, but they are also at least partly [[Self-Facilitated Games]], as completing the turn requires effort from the players, distinct from the actual gameplay.", @@ -50,84 +52,84 @@ "label": "13. Game Design Patterns for Game Sessions", "pattern_links": [ { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Real-Time Games", - "file": "Real-TimeGames" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Capture", + "file": "Capture" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Combat", + "file": "Combat" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Game Pauses", + "file": "GamePauses" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Downtime", - "file": "Downtime" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Puzzle Solving", - "file": "PuzzleSolving" + "name": "Asynchronous Games", + "file": "AsynchronousGames" }, { - "name": "Role Reversal", - "file": "RoleReversal" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "Capture", - "file": "Capture" + "name": "Tick-Based Games", + "file": "Tick-BasedGames" }, { "name": "Timing", "file": "Timing" }, { - "name": "Game Pauses", - "file": "GamePauses" + "name": "Role Reversal", + "file": "RoleReversal" }, { - "name": "Combat", - "file": "Combat" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Asynchronous Games", - "file": "AsynchronousGames" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Puzzle Solving", + "file": "PuzzleSolving" } ], "pattern_id": "Turn-BasedGames", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Turn-BasedGames.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/TurnTaking.json b/TurnTaking.json index 2db81166dd130333710d6145f1937d07bded7e0d..934d35bbc01593aa5a1d3b646b8d631e21324121 100644 --- a/TurnTaking.json +++ b/TurnTaking.json @@ -2,7 +2,11 @@ "pattern_name": "Turn Taking", "description": "Letting one player do some action or actions before letting the other players act.", "content": [ - "Many games only let one player act at a time. This makes the evaluation of actions in the game by the players themselves easier, since they can supervise each other and it lets all players focus on the others' actions. Further it lets each player have control over what to do without having to keep track of what the other players are doing at the same time." + "Many games only let one player act at a time. This makes the evaluation of actions in the game by the players themselves easier, since they can supervise each other and it lets all players focus on the others' actions. Further it lets each player have control over what to do without having to keep track of what the other players are doing at the same time.", + "Example: in Puerto Rico a turn consists of each player choosing an action in a sequential order. The action chosen by the first player is performed by all players before the next action is chosen and so on until all players have chosen actions.", + "Example: Diplomacy is a turn-based game without [[Turn Taking]] as all players do their turns simultaneously.", + "Example: Golf uses [[Turn Taking]] where the player the farthest from the hole always has the turn until all players have hit the ball into the hole.", + "Example: Spin the Bottle uses randomness to determine whose turn it is next and players may play a complete game session without having a turn." ], "using_the_pattern": [ "[[Turn Taking]] in [[Turn-Based Games]] may occur on many levels and is more often done in rounds, segments, and phases than in turns. This allows players more chances to perform actions, including interrupting [[Interruptible Actions]] and increasing possibilities for reasonable waiting times in [[Synchronous Games]], and can modulate actions such as [[Capture]]. Many times the [[Turn Taking]] for interrupting actions is not explicitly called out in game play every time they occur but players have to individually claim them within a reasonable [[Time Limit]].", @@ -62,147 +66,143 @@ }, "examples": [ "in Puerto Rico a turn consists of each player choosing an action in a sequential order. The action chosen by the first player is performed by all players before the next action is chosen and so on until all players have chosen actions.", - "Diplomacy is a turn-based game without Turn Taking as all players do their turns simultaneously.", - "Golf uses Turn Taking where the player the farthest from the hole always has the turn until all players have hit the ball into the hole.", + "Diplomacy is a turn-based game without [[Turn Taking]] as all players do their turns simultaneously.", + "Golf uses [[Turn Taking]] where the player the farthest from the hole always has the turn until all players have hit the ball into the hole.", "Spin the Bottle uses randomness to determine whose turn it is next and players may play a complete game session without having a turn." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Real-Time Games", - "file": "Real-TimeGames" - }, - { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Analysis Paralysis", - "file": "AnalysisParalysis" - }, - { - "name": "Time Limits", - "file": "TimeLimits" + "name": "Score", + "file": "Score" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Interruptible Actions", - "file": "InterruptibleActions" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { "name": "Tension", "file": "Tension" }, { - "name": "Game State Overview", - "file": "GameStateOverview" - }, - { - "name": "Quick Games", - "file": "QuickGames" + "name": "Social Interaction", + "file": "SocialInteraction" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Synchronous Games", + "file": "SynchronousGames" }, { "name": "Spectators", "file": "Spectators" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Interruptible Actions", + "file": "InterruptibleActions" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Turn-Based Games", - "file": "Turn-BasedGames" + "name": "Time Limits", + "file": "TimeLimits" + }, + { + "name": "Limited Resources", + "file": "LimitedResources" }, { "name": "Capture", "file": "Capture" }, { - "name": "Synchronous Games", - "file": "SynchronousGames" + "name": "Resources", + "file": "Resources" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Analysis Paralysis", + "file": "AnalysisParalysis" }, { - "name": "Bidding", - "file": "Bidding" + "name": "Ultra-Powerful Events", + "file": "Ultra-PowerfulEvents" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { - "name": "Limited Resources", - "file": "LimitedResources" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Bidding", + "file": "Bidding" }, { - "name": "Tick-Based Games", - "file": "Tick-BasedGames" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Resources", - "file": "Resources" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Social Interaction", - "file": "SocialInteraction" + "name": "Real-Time Games", + "file": "Real-TimeGames" }, { - "name": "Score", - "file": "Score" + "name": "Turn-Based Games", + "file": "Turn-BasedGames" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Downtime", + "file": "Downtime" + }, + { + "name": "Tick-Based Games", + "file": "Tick-BasedGames" + }, + { + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "TurnTaking", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "TurnTaking.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Ultra-PowerfulEvents.json b/Ultra-PowerfulEvents.json index f2f8f32f14161aff56ef73e8a5d79e421b3d8639..48993c23cc2b254630a58d5e1428f11fba04daa3 100644 --- a/Ultra-PowerfulEvents.json +++ b/Ultra-PowerfulEvents.json @@ -2,7 +2,9 @@ "pattern_name": "Ultra-Powerful Events", "description": "Events that cannot be affected by player actions.", "content": [ - "Some events in games cannot be affected by players. Some of these events are parts of the game environment, for example the rising and setting of the sun, and can be well-known to the players and occur whether or not players try to cause them to occur. Others can be started by players, for example by tripping alarms, but once they have been started, players cannot influence how they develop. These events may be used to unfold the game's story or simply represent greater forces of for example machinery." + "Some events in games cannot be affected by players. Some of these events are parts of the game environment, for example the rising and setting of the sun, and can be well-known to the players and occur whether or not players try to cause them to occur. Others can be started by players, for example by tripping alarms, but once they have been started, players cannot influence how they develop. These events may be used to unfold the game's story or simply represent greater forces of for example machinery.", + "Example: Some of the platforms inSuper Mario Sunshine start to dissolve after Mario has stood on them for a certain time. Although Mario can be moved from the platform to save him, the player cannot affect the disappearance of the platform.", + "Example: Games that have cut-scenes between levels or after completing goals are examples of games with [[Ultra-Powerful Events]], since players cannot affect the game while the cut-scenes are being shown." ], "using_the_pattern": [ "[[Ultra-Powerful Events]] can be impossible for players to affect in two ways. The first way, which is optional, is that players cannot affect why and when the events start. The second way, which is required, is that players cannot affect the events when they have begun to unfold nor the way in which they unfold.", @@ -59,141 +61,137 @@ }, "examples": [ "Some of the platforms inSuper Mario Sunshine start to dissolve after Mario has stood on them for a certain time. Although Mario can be moved from the platform to save him, the player cannot affect the disappearance of the platform.", - "Games that have cut-scenes between levels or after completing goals are examples of games with Ultra-Powerful Events, since players cannot affect the game while the cut-scenes are being shown." + "Games that have cut-scenes between levels or after completing goals are examples of games with [[Ultra-Powerful Events]], since players cannot affect the game while the cut-scenes are being shown." ], "label": "8. Actions and Events Patterns", "pattern_links": [ { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" - }, - { - "name": "Downtime", - "file": "Downtime" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Irreversible Actions", - "file": "IrreversibleActions" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Cut Scenes", - "file": "CutScenes" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Game Masters", - "file": "GameMasters" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Anticipation", + "file": "Anticipation" }, { - "name": "Shrinking Game World", - "file": "ShrinkingGameWorld" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Rhythm-Based Actions", - "file": "Rhythm-BasedActions" + "name": "Illusion of Influence", + "file": "IllusionofInfluence" }, { - "name": "Storytelling", - "file": "Storytelling" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Controllers", + "file": "Controllers" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Spectators", + "file": "Spectators" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "Movement", - "file": "Movement" + "name": "Reversability", + "file": "Reversability" }, { - "name": "Spectators", - "file": "Spectators" + "name": "Movement", + "file": "Movement" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Self-Facilitated Games", + "file": "Self-FacilitatedGames" }, { - "name": "Controllers", - "file": "Controllers" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { - "name": "Ultra-Powerful Events", - "file": "Ultra-PowerfulEvents" + "name": "Cut Scenes", + "file": "CutScenes" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Anticipation", - "file": "Anticipation" + "name": "Shrinking Game World", + "file": "ShrinkingGameWorld" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Game Masters", + "file": "GameMasters" }, { - "name": "Reversability", - "file": "Reversability" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Irreversible Actions", + "file": "IrreversibleActions" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Illusion of Influence", - "file": "IllusionofInfluence" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Self-Facilitated Games", - "file": "Self-FacilitatedGames" + "name": "Storytelling", + "file": "Storytelling" }, { - "name": "Maneuvering", - "file": "Maneuvering" + "name": "The Show Must Go On", + "file": "TheShowMustGoOn" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Downtime", + "file": "Downtime" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Maneuvering", + "file": "Maneuvering" }, { - "name": "The Show Must Go On", - "file": "TheShowMustGoOn" + "name": "Rhythm-Based Actions", + "file": "Rhythm-BasedActions" } ], "pattern_id": "Ultra-PowerfulEvents", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Ultra-PowerfulEvents.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/UncertaintyofInformation.json b/UncertaintyofInformation.json index ff3c4b0254556ada27c13c7a48e310904d62d120..38769575fa2aa2189f51132cbeb2609a70f218e9 100644 --- a/UncertaintyofInformation.json +++ b/UncertaintyofInformation.json @@ -2,7 +2,8 @@ "pattern_name": "Uncertainty of Information", "description": "The information available to the player may have different levels of reliability", "content": [ - "Many games give players information but of a kind, or through a medium, that makes their correctness uncertain. This is not the same as not knowing the specific details of a part of the game state or even knowing that a part of the game state exists. It is rather that the player cannot trust the information completely due to the manner in which he or she received the information." + "Many games give players information but of a kind, or through a medium, that makes their correctness uncertain. This is not the same as not knowing the specific details of a part of the game state or even knowing that a part of the game state exists. It is rather that the player cannot trust the information completely due to the manner in which he or she received the information.", + "Example: In Diplomacy, the current game state is known to all players, but as the player actions are revealed simultaneously, there is a level of uncertainty as to what the other players are going to do during the game round and ultimately what is going to be the outcome. This seems to be in conflict with the previous statement that information patterns only govern the current game state, but as the players in Diplomacy have to write down their orders before the resolution phase, they then become part of the whole game state." ], "using_the_pattern": [ "The prime design requirement for [[Uncertainty of Information]] about game elements is to de-couple the spreading of information from the game element that carries the information. As soon as information about a specific part of the game state can be spread without simultaneously revealing that part of the game state, [[Uncertainty of Information]] is possible. This is especially unavoidable when sending [[Indirect Information]], which loses accuracy when translated, but uncertainty can also be achieved by sending [[Direct Information]] that has been tampered with or has been sent through a distorting medium. An illustrating example of [[Indirect Information]] in this sense is the use of white and black pegs in Mastermind to show the level of correctness of guesses without relying on the actual pegs to show the correct answer.", @@ -56,56 +57,56 @@ "label": "7. Game Design Patterns for Information, Communication, and Presentation", "pattern_links": [ { - "name": "Communication Channels", - "file": "CommunicationChannels" + "name": "Secret Alliances", + "file": "SecretAlliances" }, { - "name": "Unknown Goals", - "file": "UnknownGoals" + "name": "Limited Planning Ability", + "file": "LimitedPlanningAbility" }, { - "name": "Perfect Information", - "file": "PerfectInformation" + "name": "Exploration", + "file": "Exploration" }, { - "name": "Tension", - "file": "Tension" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Delayed Effects", - "file": "DelayedEffects" + "name": "Tension", + "file": "Tension" }, { - "name": "Conflict", - "file": "Conflict" + "name": "Perfect Information", + "file": "PerfectInformation" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Unknown Goals", + "file": "UnknownGoals" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Interferable Goals", + "file": "InterferableGoals" }, { - "name": "Secret Alliances", - "file": "SecretAlliances" + "name": "Randomness", + "file": "Randomness" }, { - "name": "Limited Planning Ability", - "file": "LimitedPlanningAbility" + "name": "Secret Resources", + "file": "SecretResources" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Goal Indicators", + "file": "GoalIndicators" }, { "name": "Direct Information", "file": "DirectInformation" }, { - "name": "Goal Indicators", - "file": "GoalIndicators" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { "name": "Progress Indicators", @@ -116,24 +117,24 @@ "file": "StatusIndicators" }, { - "name": "Exploration", - "file": "Exploration" + "name": "Outcome Indicators", + "file": "OutcomeIndicators" }, { - "name": "Randomness", - "file": "Randomness" + "name": "Conflict", + "file": "Conflict" }, { - "name": "Outcome Indicators", - "file": "OutcomeIndicators" + "name": "Delayed Effects", + "file": "DelayedEffects" }, { - "name": "Interferable Goals", - "file": "InterferableGoals" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Secret Resources", - "file": "SecretResources" + "name": "Communication Channels", + "file": "CommunicationChannels" }, { "name": "Indirect Information", @@ -143,9 +144,9 @@ "pattern_id": "UncertaintyofInformation", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "UncertaintyofInformation.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/UncommittedAlliances.json b/UncommittedAlliances.json index 03dc6ecaed6a97ec4e5c68be4dcc4a1a328a98aa..bf958021b9afc9348748ac7d28cf3b6434378b24 100644 --- a/UncommittedAlliances.json +++ b/UncommittedAlliances.json @@ -2,7 +2,8 @@ "pattern_name": "Uncommitted Alliances", "description": "The players have a possibility to start and end alliances without direct in-game investments or risking penalties.", "content": [ - "[[Uncommitted Alliances]] are typically alliances which players form outside the game system and are thereby are not explicitly formed through game actions. There are, however, games in which the alliances have to be explicitly stated within the game but can still be undone without direct penalties. There are, however, usually penalties involved with such a breach of agreement, but these are dictated by how the breach affects the player relations during the later play." + "[[Uncommitted Alliances]] are typically alliances which players form outside the game system and are thereby are not explicitly formed through game actions. There are, however, games in which the alliances have to be explicitly stated within the game but can still be undone without direct penalties. There are, however, usually penalties involved with such a breach of agreement, but these are dictated by how the breach affects the player relations during the later play.", + "Example: in Diplomacy basically all agreements between players are [[Uncommitted Alliances]] as there are no in-game penalties involved in case players leave the alliances, and the dynamics of the game play are built on this premise. If players agree not to attack each other during one game year and one of the players attacks anyway, the penalty of this breach of agreement depends on the other players as the game rules do not inflict any such penalties." ], "using_the_pattern": [ "The extra requirements of [[Uncommitted Alliances]] compared to ordinary [[Alliances]] are that there should be no investments required to start an alliance and that breaking the alliance is just a matter of not conforming to the agreement; that is, there are no direct, rule-governed penalties involved in breaking [[Uncommitted Alliances]]. This also means that the players are given a possibility of [[Betrayal]]. The player breaking the alliance of course loses the trust of at least the former members of the alliance and they also might decide to punish the player through new [[Uncommitted Alliances]].", @@ -43,93 +44,89 @@ ] }, "examples": [ - "in Diplomacy basically all agreements between players are Uncommitted Alliances as there are no in-game penalties involved in case players leave the alliances, and the dynamics of the game play are built on this premise. If players agree not to attack each other during one game year and one of the players attacks anyway, the penalty of this breach of agreement depends on the other players as the game rules do not inflict any such penalties." + "in Diplomacy basically all agreements between players are [[Uncommitted Alliances]] as there are no in-game penalties involved in case players leave the alliances, and the dynamics of the game play are built on this premise. If players agree not to attack each other during one game year and one of the players attacks anyway, the penalty of this breach of agreement depends on the other players as the game rules do not inflict any such penalties." ], "label": "10. Game Design Patterns for Social Interaction", "pattern_links": [ { - "name": "Alliances", - "file": "Alliances" - }, - { - "name": "Balancing Effects", - "file": "BalancingEffects" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Leaps of Faith", - "file": "LeapsofFaith" + "name": "Predictable Consequences", + "file": "PredictableConsequences" }, { - "name": "Uncommitted Alliances", - "file": "UncommittedAlliances" + "name": "Risk/Reward", + "file": "RiskReward" }, { - "name": "Tension", - "file": "Tension" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Tied Results", - "file": "TiedResults" + "name": "Negotiation", + "file": "Negotiation" }, { - "name": "Risk/Reward", - "file": "RiskReward" + "name": "Leaps of Faith", + "file": "LeapsofFaith" }, { - "name": "Predictable Consequences", - "file": "PredictableConsequences" + "name": "Betrayal", + "file": "Betrayal" }, { - "name": "Tiebreakers", - "file": "Tiebreakers" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Player-Decided Distribution of Rewards & Penalties", - "file": "Player-DecidedDistributionofRewards&Penalties" + "name": "Shared Rewards", + "file": "SharedRewards" }, { - "name": "Hovering Closures", - "file": "HoveringClosures" + "name": "Alliances", + "file": "Alliances" }, { - "name": "Shared Rewards", - "file": "SharedRewards" + "name": "Player-Decided Distribution of Rewards & Penalties", + "file": "Player-DecidedDistributionofRewards&Penalties" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Tiebreakers", + "file": "Tiebreakers" }, { - "name": "Negotiation", - "file": "Negotiation" + "name": "Hovering Closures", + "file": "HoveringClosures" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Tension", + "file": "Tension" }, { - "name": "Delayed Reciprocity", - "file": "DelayedReciprocity" + "name": "Balancing Effects", + "file": "BalancingEffects" }, { "name": "Social Interaction", "file": "SocialInteraction" }, { - "name": "Betrayal", - "file": "Betrayal" + "name": "Tied Results", + "file": "TiedResults" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Delayed Reciprocity", + "file": "DelayedReciprocity" } ], "pattern_id": "UncommittedAlliances", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "UncommittedAlliances.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/Units.json b/Units.json index 219f2f370a8616dba8bfd3f95abf320871681c9a..1770c99f3ed70d0f107d248387c1d7c2739ccf0d 100644 --- a/Units.json +++ b/Units.json @@ -2,7 +2,11 @@ "pattern_name": "Units", "description": "Units are groups of game elements under the player's control that let the player perform actions to influence the Game World.", "content": [ - "The [[Units]] can have different actions and attributes associated with them. As a single player controls several [[Units]], the loss of a single [[Unit]] may not determine the final outcome of a game." + "The [[Units]] can have different actions and attributes associated with them. As a single player controls several [[Units]], the loss of a single [[Unit]] may not determine the final outcome of a game.", + "Example: Real-time strategy games make heavy use of [[Units]], where the choice and use of the different available types of units is one of the strategic skills of the games.", + "Example: Pik-Min, a more or less real-time puzzle game, and Lemmings are examples of games that make heavy use of [[Units]], which in these cases are only partly under the player's direct control", + "Example: All the pieces in Chess except the king are [[Units]].", + "Example: In the board game Space Hulk, one of the players controls an essentially unlimited amount of [[Units]], called genestealers, which are replenished endlessly. The opposing player has a preset number of [[Units]], called space marines, which are not replenished once lost." ], "using_the_pattern": [ "Several design choices have to be made when using [[Units]]. The amount of [[Units]] available to the players is one of the most fundamental choices. The number of the [[Units]] may be preset so that the players have[[Limited Resources]] or it may be determined by [[Randomness]], or depending on the player actions, during the set-up phase. When the players can affect the number of [[Units]] they may have during the gameplay, these [[Units]] are [[Renewable Resources]] and can be rewards for completing subgoals or be produced from [[Resource Generators]] or [[Converters]] that are under the player's control. The [[Units]] themselves may be part of a neutral pool of [[Resources]], which the player can take control over. In most cases, the lifetime of [[Units]] is governed by a [[Producer-Consumer]] pattern. For example in Civilization, the production of [[Units]] is done in cities, and the [[Units]] can be consumed in battle. Control of the [[Producers]] may allow players to gain [[New Abilities]] for their [[Units]], as may [[Transfer of Control]] and [[Ownership]] of enemy [[Units]].", @@ -66,176 +70,172 @@ ] }, "examples": [ - "Real-time strategy games make heavy use of Units, where the choice and use of the different available types of units is one of the strategic skills of the games.", - "Pik-Min, a more or less real-time puzzle game, and Lemmings are examples of games that make heavy use of Units, which in these cases are only partly under the player's direct control", - "All the pieces in Chess except the king are Units.", - "In the board game Space Hulk, one of the players controls an essentially unlimited amount of Units, called genestealers, which are replenished endlessly. The opposing player has a preset number of Units, called space marines, which are not replenished once lost." + "Real-time strategy games make heavy use of [[Units]], where the choice and use of the different available types of units is one of the strategic skills of the games.", + "Pik-Min, a more or less real-time puzzle game, and Lemmings are examples of games that make heavy use of [[Units]], which in these cases are only partly under the player's direct control", + "All the pieces in Chess except the king are [[Units]].", + "In the board game Space Hulk, one of the players controls an essentially unlimited amount of [[Units]], called genestealers, which are replenished endlessly. The opposing player has a preset number of [[Units]], called space marines, which are not replenished once lost." ], "label": "5. Game Design Patterns for Game Elements", "pattern_links": [ { - "name": "Varied Gameplay", - "file": "VariedGameplay" - }, - { - "name": "Eliminate", - "file": "Eliminate" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Cameras", - "file": "Cameras" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Investments", - "file": "Investments" + "name": "Resource Management", + "file": "ResourceManagement" }, { - "name": "Survive", - "file": "Survive" + "name": "Combat", + "file": "Combat" }, { "name": "Paper-Rock-Scissors", "file": "Paper-Rock-Scissors" }, { - "name": "God's Finger", - "file": "God'sFinger" - }, - { - "name": "Decreased Abilities", - "file": "DecreasedAbilities" + "name": "Game State Overview", + "file": "GameStateOverview" }, { - "name": "Third-Person Views", - "file": "Third-PersonViews" + "name": "Stimulated Planning", + "file": "StimulatedPlanning" }, { - "name": "Renewable Resources", - "file": "RenewableResources" + "name": "Focus Loci", + "file": "FocusLoci" }, { - "name": "Avatars", - "file": "Avatars" + "name": "Decreased Abilities", + "file": "DecreasedAbilities" }, { - "name": "Deadly Traps", - "file": "DeadlyTraps" + "name": "Consistent Reality Logic", + "file": "ConsistentRealityLogic" }, { - "name": "Game State Overview", - "file": "GameStateOverview" + "name": "Penalties", + "file": "Penalties" }, { - "name": "Limited Set of Actions", - "file": "LimitedSetofActions" + "name": "Enemies", + "file": "Enemies" }, { - "name": "Stimulated Planning", - "file": "StimulatedPlanning" + "name": "Ownership", + "file": "Ownership" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Cameras", + "file": "Cameras" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Survive", + "file": "Survive" }, { - "name": "Ownership", - "file": "Ownership" + "name": "Varied Gameplay", + "file": "VariedGameplay" }, { - "name": "Units", - "file": "Units" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Attention Swapping", - "file": "AttentionSwapping" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Parallel Lives", - "file": "ParallelLives" + "name": "Eliminate", + "file": "Eliminate" }, { - "name": "Team Play", - "file": "TeamPlay" + "name": "Investments", + "file": "Investments" }, { - "name": "Consistent Reality Logic", - "file": "ConsistentRealityLogic" + "name": "Resources", + "file": "Resources" }, { - "name": "Damage", - "file": "Damage" + "name": "Deadly Traps", + "file": "DeadlyTraps" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Renewable Resources", + "file": "RenewableResources" }, { - "name": "Combat", - "file": "Combat" + "name": "Tools", + "file": "Tools" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Third-Person Views", + "file": "Third-PersonViews" }, { - "name": "Evade", - "file": "Evade" + "name": "Attention Swapping", + "file": "AttentionSwapping" }, { - "name": "Enemies", - "file": "Enemies" + "name": "Privileged Abilities", + "file": "PrivilegedAbilities" }, { - "name": "Tools", - "file": "Tools" + "name": "God's Finger", + "file": "God'sFinger" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Team Play", + "file": "TeamPlay" }, { - "name": "Resources", - "file": "Resources" + "name": "Limited Set of Actions", + "file": "LimitedSetofActions" }, { - "name": "Focus Loci", - "file": "FocusLoci" + "name": "Parallel Lives", + "file": "ParallelLives" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Avatars", + "file": "Avatars" }, { - "name": "Privileged Abilities", - "file": "PrivilegedAbilities" + "name": "Evade", + "file": "Evade" }, { - "name": "Producers", - "file": "Producers" + "name": "Damage", + "file": "Damage" }, { - "name": "Resource Management", - "file": "ResourceManagement" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Penalties", - "file": "Penalties" + "name": "Producers", + "file": "Producers" + }, + { + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" } ], "pattern_id": "Units", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "Units.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/UnknownGoals.json b/UnknownGoals.json index 06fcd0a2cc7392764c4d3c2e946c70b391a9da68..3d6027f405bc2f36eccd7c5eb1e52102932b1bd8 100644 --- a/UnknownGoals.json +++ b/UnknownGoals.json @@ -2,7 +2,9 @@ "pattern_name": "Unknown Goals", "description": "Goals initially, or currently, unknown to players.", "content": [ - "[[Unknown Goals]] are goals that players are currently not aware of. The [[Unknown Goals]] can either be goals that players themselves will have to fulfill later to win or complete the game, or can be goals that the other players are trying to complete but have no knowledge about. Some [[Unknown Goals]] may be revealed during gameplay while others at the end of the game. In some cases these goals are never revealed and it may be the case that other alternatives may have to be chosen when replaying the game to reveal the [[Unknown Goals]]." + "[[Unknown Goals]] are goals that players are currently not aware of. The [[Unknown Goals]] can either be goals that players themselves will have to fulfill later to win or complete the game, or can be goals that the other players are trying to complete but have no knowledge about. Some [[Unknown Goals]] may be revealed during gameplay while others at the end of the game. In some cases these goals are never revealed and it may be the case that other alternatives may have to be chosen when replaying the game to reveal the [[Unknown Goals]].", + "Example: The collectable card game Illuminati New World Order has known goals which all players have, but also allows individual players to have goal cards which gives individual players goals that unknown to the other players.", + "Example: Most adventure games start by providing the players with an overarching goal which motivates the players to complete the game. However, the different subgoals that have to be completed before the main goal is completed are usually unknown, as knowing these would ruin many of the surprises in the narrative." ], "using_the_pattern": [ "Designing [[Unknown Goals]] consists primarily of determining to whom the goals should be unknown and in what ways players can gain knowledge about them. Determining what players should be aware of the [[Unknown Goal]] is basically a question of deciding whether players should have [[Asymmetric Information]], i. e. some players knowing of the goal and others not knowing it, or players should have [[Symmetric Information]], i. e. all players being equally unaware of the goal. A possible additional design choice is whether to try and make the [[Unknown Goals]], if possible, unknown even when replaying the game. Achieving the last option can be done using [[Dedicated Game Facilitators]] or [[Ephemeral Goals]], and increase [[Replayability]] but may limit the possible build-up of [[Strategic Knowledge]].", @@ -60,108 +62,108 @@ "label": "12. Game Design Patterns for Goal Structures", "pattern_links": [ { - "name": "Committed Goals", - "file": "CommittedGoals" + "name": "Ephemeral Goals", + "file": "EphemeralGoals" }, { - "name": "Symmetric Goals", - "file": "SymmetricGoals" + "name": "Trans-Game Information", + "file": "Trans-GameInformation" }, { - "name": "Hierarchy of Goals", - "file": "HierarchyofGoals" + "name": "Uncertainty of Information", + "file": "UncertaintyofInformation" }, { - "name": "Dedicated Game Facilitators", - "file": "DedicatedGameFacilitators" + "name": "Gain Information", + "file": "GainInformation" }, { - "name": "Asymmetric Information", - "file": "AsymmetricInformation" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Downtime", - "file": "Downtime" + "name": "Committed Goals", + "file": "CommittedGoals" }, { "name": "Predefined Goals", "file": "PredefinedGoals" }, { - "name": "Trans-Game Information", - "file": "Trans-GameInformation" + "name": "Competition", + "file": "Competition" }, { - "name": "Planned Character Development", - "file": "PlannedCharacterDevelopment" + "name": "Strategic Knowledge", + "file": "StrategicKnowledge" }, { - "name": "Competition", - "file": "Competition" + "name": "Symmetric Goals", + "file": "SymmetricGoals" }, { - "name": "Dynamic Goal Characteristics", - "file": "DynamicGoalCharacteristics" + "name": "Imperfect Information", + "file": "ImperfectInformation" }, { - "name": "Uncertainty of Information", - "file": "UncertaintyofInformation" + "name": "Hierarchy of Goals", + "file": "HierarchyofGoals" + }, + { + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { "name": "Replayability", "file": "Replayability" }, { - "name": "Gain Information", - "file": "GainInformation" + "name": "Dynamic Goal Characteristics", + "file": "DynamicGoalCharacteristics" }, { - "name": "Imperfect Information", - "file": "ImperfectInformation" + "name": "Turn Taking", + "file": "TurnTaking" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Clues", + "file": "Clues" }, { - "name": "Turn Taking", - "file": "TurnTaking" + "name": "Dedicated Game Facilitators", + "file": "DedicatedGameFacilitators" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Conceal", + "file": "Conceal" }, { "name": "Surprises", "file": "Surprises" }, { - "name": "Rewards", - "file": "Rewards" - }, - { - "name": "Clues", - "file": "Clues" + "name": "Asymmetric Information", + "file": "AsymmetricInformation" }, { - "name": "Strategic Knowledge", - "file": "StrategicKnowledge" + "name": "Rewards", + "file": "Rewards" }, { - "name": "Ephemeral Goals", - "file": "EphemeralGoals" + "name": "Planned Character Development", + "file": "PlannedCharacterDevelopment" }, { - "name": "Conceal", - "file": "Conceal" + "name": "Downtime", + "file": "Downtime" } ], "pattern_id": "UnknownGoals", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "UnknownGoals.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/VariedGameplay.json b/VariedGameplay.json index a9de541a12f48fd11ced3cfe74f24af05580ea5d..eb36d6f18e780118ce53b04ab22a8df84ae084f6 100644 --- a/VariedGameplay.json +++ b/VariedGameplay.json @@ -2,7 +2,9 @@ "pattern_name": "Varied Gameplay", "description": "The game provides variety in gameplay, either within a single play session or between different play sessions.", "content": [ - "All games must provide a certain level of [[Varied Gameplay]] to be interesting, as the outcome must differ between game instances. However, some games have varying types of actions required in different parts of the game so that players feel that the challenges are qualitatively different. Other games allow players to create characters or select teams with radically different abilities. In both these cases, games provide a greater amount of [[Varied Gameplay]], which not only affects the configuration of the game state but players' gameplay experience." + "All games must provide a certain level of [[Varied Gameplay]] to be interesting, as the outcome must differ between game instances. However, some games have varying types of actions required in different parts of the game so that players feel that the challenges are qualitatively different. Other games allow players to create characters or select teams with radically different abilities. In both these cases, games provide a greater amount of [[Varied Gameplay]], which not only affects the configuration of the game state but players' gameplay experience.", + "Example: Roleplaying games, primarily live or tabletop variants but also computer-based variants that provide great freedom for players such as Morrowind or the Fallout series, provide [[Varied Gameplay]] between game instances; i. e., how players create their characters strongly affects what kind of gameplay they will have.", + "Example: Deus Ex was designed to have several ways of completing each level. This allows players to choose between trying to sneak past opposition, openly challenge it, or try to overcome it in indirect ways." ], "using_the_pattern": [ "[[Varied Gameplay]] can be designed so that it occurs within a game instance or between game instances. Within a game, [[Varied Gameplay]] can be achieved by letting players choose between different goals and by letting players be able to perform different sorts of actions; both alternatives offer players a [[Freedom of Choice]]. By gradually increasing the possibility of [[Varied Gameplay]] as gameplay progresses, players have not only a large set of actions to choose from later in the game, but the number of possible actions also varies. Between game instances, [[Varied Gameplay]] can be achieved by providing players a [[Freedom of Choice]] as to what type of [[Asymmetric Abilities]] they should have, either by choosing a team or letting players create their own [[Characters]]. [[Social Organizations]] provide additional actions in games and give players opportunities to plan how to divide the actions, thereby providing [[Varied Gameplay]] both within game instances and between them.", @@ -71,186 +73,182 @@ ] }, "examples": [ - "Roleplaying games, primarily live or tabletop variants but also computer-based variants that provide great freedom for players such as Morrowind or the Fallout series, provide Varied Gameplay between game instances; i. e., how players create their characters strongly affects what kind of gameplay they will have.", + "Roleplaying games, primarily live or tabletop variants but also computer-based variants that provide great freedom for players such as Morrowind or the Fallout series, provide [[Varied Gameplay]] between game instances; i. e., how players create their characters strongly affects what kind of gameplay they will have.", "Deus Ex was designed to have several ways of completing each level. This allows players to choose between trying to sneak past opposition, openly challenge it, or try to overcome it in indirect ways." ], "label": "15. Game Design Patterns for Meta Games, Replayability, and Learning Curves", "pattern_links": [ { - "name": "Tile-Laying", - "file": "Tile-Laying" - }, - { - "name": "Varied Gameplay", - "file": "VariedGameplay" + "name": "New Abilities", + "file": "NewAbilities" }, { - "name": "Achilles' Heels", - "file": "Achilles'Heels" + "name": "Ability Losses", + "file": "AbilityLosses" }, { - "name": "Camping", - "file": "Camping" + "name": "Social Organizations", + "file": "SocialOrganizations" }, { - "name": "Supporting Goals", - "file": "SupportingGoals" + "name": "Red Herrings", + "file": "RedHerrings" }, { - "name": "Reconfigurable Game World", - "file": "ReconfigurableGameWorld" + "name": "Symmetric Resource Distribution", + "file": "SymmetricResourceDistribution" }, { - "name": "Converters", - "file": "Converters" + "name": "Units", + "file": "Units" }, { - "name": "Asymmetric Abilities", - "file": "AsymmetricAbilities" + "name": "Narrative Structures", + "file": "NarrativeStructures" }, { - "name": "Diminishing Returns", - "file": "DiminishingReturns" + "name": "Freedom of Choice", + "file": "FreedomofChoice" }, { - "name": "Characters", - "file": "Characters" + "name": "Asymmetric Goals", + "file": "AsymmetricGoals" }, { - "name": "Skills", - "file": "Skills" + "name": "Sensory-Motoric Immersion", + "file": "Sensory-MotoricImmersion" }, { - "name": "No-Ops", - "file": "No-Ops" + "name": "Game Mastery", + "file": "GameMastery" }, { - "name": "Quick Games", - "file": "QuickGames" + "name": "Games within Games", + "file": "GameswithinGames" }, { - "name": "New Abilities", - "file": "NewAbilities" + "name": "Levels", + "file": "Levels" }, { - "name": "Polyathlons", - "file": "Polyathlons" + "name": "Character Development", + "file": "CharacterDevelopment" }, { - "name": "Replayability", - "file": "Replayability" + "name": "No-Ops", + "file": "No-Ops" }, { - "name": "Transfer of Control", - "file": "TransferofControl" + "name": "Skills", + "file": "Skills" }, { - "name": "Units", - "file": "Units" + "name": "Asymmetric Abilities", + "file": "AsymmetricAbilities" }, { - "name": "Selectable Sets of Goals", - "file": "SelectableSetsofGoals" + "name": "Producer-Consumer", + "file": "Producer-Consumer" }, { - "name": "Levels", - "file": "Levels" + "name": "Right Level of Difficulty", + "file": "RightLevelofDifficulty" }, { - "name": "Narrative Structures", - "file": "NarrativeStructures" + "name": "Higher-Level Closures as Gameplay Progresses", + "file": "Higher-LevelClosuresasGameplayProgresses" }, { - "name": "Symmetric Resource Distribution", - "file": "SymmetricResourceDistribution" + "name": "Budgeted Action Points", + "file": "BudgetedActionPoints" }, { - "name": "Character Development", - "file": "CharacterDevelopment" + "name": "Camping", + "file": "Camping" }, { - "name": "Ability Losses", - "file": "AbilityLosses" + "name": "Orthogonal Unit Differentiation", + "file": "OrthogonalUnitDifferentiation" }, { - "name": "Game Mastery", - "file": "GameMastery" + "name": "Achilles' Heels", + "file": "Achilles'Heels" }, { - "name": "Incompatible Goals", - "file": "IncompatibleGoals" + "name": "Resources", + "file": "Resources" }, { - "name": "Games within Games", - "file": "GameswithinGames" + "name": "Competence Areas", + "file": "CompetenceAreas" }, { - "name": "Budgeted Action Points", - "file": "BudgetedActionPoints" + "name": "Reconfigurable Game World", + "file": "ReconfigurableGameWorld" }, { - "name": "Dynamic Alliances", - "file": "DynamicAlliances" + "name": "Converters", + "file": "Converters" }, { - "name": "Asymmetric Goals", - "file": "AsymmetricGoals" + "name": "Incompatible Goals", + "file": "IncompatibleGoals" }, { - "name": "Non-Renewable Resources", - "file": "Non-RenewableResources" + "name": "Selectable Sets of Goals", + "file": "SelectableSetsofGoals" }, { - "name": "Higher-Level Closures as Gameplay Progresses", - "file": "Higher-LevelClosuresasGameplayProgresses" + "name": "Replayability", + "file": "Replayability" }, { - "name": "Right Level of Difficulty", - "file": "RightLevelofDifficulty" + "name": "Characters", + "file": "Characters" }, { - "name": "Social Organizations", - "file": "SocialOrganizations" + "name": "Asymmetric Resource Distribution", + "file": "AsymmetricResourceDistribution" }, { - "name": "Competence Areas", - "file": "CompetenceAreas" + "name": "Tile-Laying", + "file": "Tile-Laying" }, { - "name": "Resources", - "file": "Resources" + "name": "Polyathlons", + "file": "Polyathlons" }, { - "name": "Orthogonal Unit Differentiation", - "file": "OrthogonalUnitDifferentiation" + "name": "Supporting Goals", + "file": "SupportingGoals" }, { - "name": "Producer-Consumer", - "file": "Producer-Consumer" + "name": "Transfer of Control", + "file": "TransferofControl" }, { - "name": "Red Herrings", - "file": "RedHerrings" + "name": "Dynamic Alliances", + "file": "DynamicAlliances" }, { - "name": "Freedom of Choice", - "file": "FreedomofChoice" + "name": "Diminishing Returns", + "file": "DiminishingReturns" }, { - "name": "Asymmetric Resource Distribution", - "file": "AsymmetricResourceDistribution" + "name": "Non-Renewable Resources", + "file": "Non-RenewableResources" }, { - "name": "Sensory-Motoric Immersion", - "file": "Sensory-MotoricImmersion" + "name": "Quick Games", + "file": "QuickGames" } ], "pattern_id": "VariedGameplay", "playable_concept": "Not available yet", "metadata": { - "version": "1.2.1", - "date_processed": "2025-04-24", + "version": "1.2.2", + "date_processed": "2025-04-26", "source_file": "VariedGameplay.htm", - "converter_version": "1.2.1" + "converter_version": "1.2.2" } } \ No newline at end of file diff --git a/pattern_links.csv b/pattern_links.csv new file mode 100644 index 0000000000000000000000000000000000000000..a44dce9bd089e90bd1b11481cf96009f0f7490c8 --- /dev/null +++ b/pattern_links.csv @@ -0,0 +1,6177 @@ +source_pattern,source_id,target_pattern,target_file +Third-Person Views,Third-PersonViews,Dexterity-Based Actions,Dexterity-BasedActions +Third-Person Views,Third-PersonViews,Spatial Immersion,SpatialImmersion +Third-Person Views,Third-PersonViews,Aim & Shoot,Aim&Shoot +Third-Person Views,Third-PersonViews,Avatars,Avatars +Third-Person Views,Third-PersonViews,Fog of War,FogofWar +Third-Person Views,Third-PersonViews,Game State Overview,GameStateOverview +Third-Person Views,Third-PersonViews,Public Information,PublicInformation +Third-Person Views,Third-PersonViews,Units,Units +Third-Person Views,Third-PersonViews,God Views,GodViews +Third-Person Views,Third-PersonViews,Maneuvering,Maneuvering +Third-Person Views,Third-PersonViews,Game World,GameWorld +Third-Person Views,Third-PersonViews,Focus Loci,FocusLoci +Configuration,Configuration,Symmetry,Symmetry +Configuration,Configuration,Collection,Collection +Configuration,Configuration,Capture,Capture +Configuration,Configuration,Alignment,Alignment +Configuration,Configuration,Timing,Timing +Configuration,Configuration,Gain Ownership,GainOwnership +Configuration,Configuration,Imperfect Information,ImperfectInformation +Configuration,Configuration,Enclosure,Enclosure +Configuration,Configuration,Hovering Closures,HoveringClosures +Configuration,Configuration,Selectable Sets of Goals,SelectableSetsofGoals +Configuration,Configuration,Connection,Connection +Configuration,Configuration,Rhythm-Based Actions,Rhythm-BasedActions +Configuration,Configuration,Combos,Combos +Configuration,Configuration,Puzzle Solving,PuzzleSolving +Secret Alliances,SecretAlliances,Player Decided Results,PlayerDecidedResults +Secret Alliances,SecretAlliances,Uncertainty of Information,UncertaintyofInformation +Secret Alliances,SecretAlliances,Asymmetric Information,AsymmetricInformation +Secret Alliances,SecretAlliances,Social Interaction,SocialInteraction +Secret Alliances,SecretAlliances,Player-Decided Distribution of Rewards & Penalties,Player-DecidedDistributionofRewards&Penalties +Secret Alliances,SecretAlliances,Alliances,Alliances +Secret Alliances,SecretAlliances,Indirect Information,IndirectInformation +Secret Alliances,SecretAlliances,Mutual Goals,MutualGoals +Tools,Tools,New Abilities,NewAbilities +Tools,Tools,Units,Units +Tools,Tools,Illusion of Influence,IllusionofInfluence +Tools,Tools,Consistent Reality Logic,ConsistentRealityLogic +Tools,Tools,Controllers,Controllers +Tools,Tools,Ownership,Ownership +Tools,Tools,Aim & Shoot,Aim&Shoot +Tools,Tools,Skills,Skills +Tools,Tools,Perceived Chance to Succeed,PerceivedChancetoSucceed +Tools,Tools,Gain Ownership,GainOwnership +Tools,Tools,Spawning,Spawning +Tools,Tools,Helpers,Helpers +Tools,Tools,Achilles' Heels,Achilles'Heels +Tools,Tools,Collecting,Collecting +Tools,Tools,Converters,Converters +Tools,Tools,Privileged Abilities,PrivilegedAbilities +Tools,Tools,Characters,Characters +Tools,Tools,Gain Competence,GainCompetence +Tools,Tools,Avatars,Avatars +Tools,Tools,Improved Abilities,ImprovedAbilities 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