HughXuechen commited on
Commit
afbfef4
·
verified ·
1 Parent(s): 2c77090
This view is limited to 50 files because it contains too many changes.   See raw diff
AbilityLosses.json CHANGED
@@ -11,7 +11,7 @@
11
  "consequences": [
12
  "[[Ability Loss]] is a common [[Penalty]], for example, by the effects of [[Damage]]. Losing an ability naturally restricts the [[Limited Set of Actions]] available and thereby players' [[Freedom of Choice]], either on a [[Unit]] level or for the player overall, and may cause [[Competence Areas]] to be lost as well. In extreme cases, [[Ability Loss]] may cause players to have [[Downtime]], and if the loss is temporary, this is equal to [[Player Killing]] and, if permanent, to [[Player Elimination]]. An [[Ability Loss]] may reduce the complexity of a game while increasing the difficulty, modulating [[Right Level of Complexity]] and [[Right Level of Difficulty]] in different directions.",
13
  "Besides [[Penalties]], [[Ability Losses]] may be the natural affect of [[New Abilities]] that had [[Time Limits]]. Other causes for [[Ability Losses]] can be [[Spawning]] after losing a Life or [[Role Reversals]] where the losses of some abilities are usually countered by [[New Abilities]] in other [[Competence Areas]]. If the [[Ability Losses]] severely affect how players can complete goals, they hinder them to have a [[Perceived Chance to Succeed]] and any [[Illusion of Influence]].",
14
- "The presence of [[Units]] in a game with [[Privileged Abilities]] regarding other [[Units]] controlled by the same player gives that player the [[Continuous Goals]] to make the [[Units]] [[Survive]] (or not be [[Captured)]] in order to not have [[Ability Loss]]. If the [[Units]] are under [[Indirect Control]], the loss may not be so severe, as control can be regained.",
15
  "[[Ability Losses]] are not commonly used to advance [[Narrative Structures]] unless they are [[Ultra-Powerful Events]], since players may see goals in resisting the loss, especially in games that support [[Save-Load Cycles]]. One reason for enforcing these types of [[Ability Losses]] in [[Narrative Structures]] is as part of [[Character Development]]. When the losses are part of the game story, they do provide a form of [[Varied Gameplay]], as players have to adjust to a [[Limited Set of Actions]], which may be used to modulate the[[Right Level of Difficulty]]. However, [[Ability Losses]] may be enforced by a game design to ensure a [[Narrative Structure]], although this may be in conflict with a [[Consistent Reality Logic]], for example, making it impossible to attack shopkeepers in computer-based roleplaying games when it is possible to attack monsters.",
16
  "In games with [[Game Masters]], [[Ability Losses]] may be the outcome of [[Negotiation]] with the players in order to restore [[Player Balance]] and provide the[[Right Level of Difficulty]]."
17
  ],
@@ -68,16 +68,28 @@
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
- "name": "Role Reversal",
72
- "file": "RoleReversal"
73
  },
74
  {
75
- "name": "Save-Load Cycles",
76
- "file": "Save-LoadCycles"
77
  },
78
  {
79
- "name": "Gain Ownership",
80
- "file": "GainOwnership"
 
 
 
 
 
 
 
 
 
 
 
 
81
  },
82
  {
83
  "name": "Player Killing",
@@ -88,120 +100,108 @@
88
  "file": "Ultra-PowerfulEvents"
89
  },
90
  {
91
- "name": "Varied Gameplay",
92
- "file": "VariedGameplay"
93
- },
94
- {
95
- "name": "Balancing Effects",
96
- "file": "BalancingEffects"
97
  },
98
  {
99
- "name": "Narrative Structures",
100
- "file": "NarrativeStructures"
101
  },
102
  {
103
- "name": "Movement Limitations",
104
- "file": "MovementLimitations"
105
  },
106
  {
107
- "name": "Penalties",
108
- "file": "Penalties"
109
  },
110
  {
111
- "name": "Gain Competence",
112
- "file": "GainCompetence"
113
  },
114
  {
115
- "name": "Right Level of Difficulty",
116
- "file": "RightLevelofDifficulty"
117
  },
118
  {
119
- "name": "Character Development",
120
- "file": "CharacterDevelopment"
121
  },
122
  {
123
- "name": "Right Level of Complexity",
124
- "file": "RightLevelofComplexity"
125
  },
126
  {
127
- "name": "New Abilities",
128
- "file": "NewAbilities"
129
  },
130
  {
131
- "name": "Player Balance",
132
- "file": "PlayerBalance"
133
  },
134
  {
135
- "name": "Spawning",
136
- "file": "Spawning"
137
  },
138
  {
139
- "name": "Downtime",
140
- "file": "Downtime"
141
  },
142
  {
143
- "name": "Damage",
144
- "file": "Damage"
145
  },
146
  {
147
- "name": "Competence Areas",
148
- "file": "CompetenceAreas"
149
  },
150
  {
151
- "name": "Game Masters",
152
- "file": "GameMasters"
153
  },
154
  {
155
- "name": "Indirect Control",
156
- "file": "IndirectControl"
157
  },
158
  {
159
- "name": "Perceived Chance to Succeed",
160
- "file": "PerceivedChancetoSucceed"
161
  },
162
  {
163
- "name": "Consistent Reality Logic",
164
- "file": "ConsistentRealityLogic"
165
  },
166
  {
167
  "name": "Negotiation",
168
  "file": "Negotiation"
169
  },
170
  {
171
- "name": "Player Elimination",
172
- "file": "PlayerElimination"
 
 
 
 
173
  },
174
  {
175
  "name": "Continuous Goals",
176
  "file": "ContinuousGoals"
177
  },
178
  {
179
- "name": "Limited Set of Actions",
180
- "file": "LimitedSetofActions"
181
  },
182
  {
183
  "name": "Units",
184
  "file": "Units"
185
- },
186
- {
187
- "name": "Time Limits",
188
- "file": "TimeLimits"
189
- },
190
- {
191
- "name": "Freedom of Choice",
192
- "file": "FreedomofChoice"
193
- },
194
- {
195
- "name": "Illusion of Influence",
196
- "file": "IllusionofInfluence"
197
  }
198
  ],
199
  "pattern_id": "AbilityLosses",
200
  "playable_concept": "Not available yet",
201
  "metadata": {
202
- "version": "1.2.2",
203
  "date_processed": "2025-04-26",
204
  "source_file": "AbilityLosses.htm",
205
- "converter_version": "1.2.2"
206
  }
207
  }
 
11
  "consequences": [
12
  "[[Ability Loss]] is a common [[Penalty]], for example, by the effects of [[Damage]]. Losing an ability naturally restricts the [[Limited Set of Actions]] available and thereby players' [[Freedom of Choice]], either on a [[Unit]] level or for the player overall, and may cause [[Competence Areas]] to be lost as well. In extreme cases, [[Ability Loss]] may cause players to have [[Downtime]], and if the loss is temporary, this is equal to [[Player Killing]] and, if permanent, to [[Player Elimination]]. An [[Ability Loss]] may reduce the complexity of a game while increasing the difficulty, modulating [[Right Level of Complexity]] and [[Right Level of Difficulty]] in different directions.",
13
  "Besides [[Penalties]], [[Ability Losses]] may be the natural affect of [[New Abilities]] that had [[Time Limits]]. Other causes for [[Ability Losses]] can be [[Spawning]] after losing a Life or [[Role Reversals]] where the losses of some abilities are usually countered by [[New Abilities]] in other [[Competence Areas]]. If the [[Ability Losses]] severely affect how players can complete goals, they hinder them to have a [[Perceived Chance to Succeed]] and any [[Illusion of Influence]].",
14
+ "The presence of [[Units]] in a game with [[Privileged Abilities]] regarding other [[Units]] controlled by the same player gives that player the [[Continuous Goals]] to make the [[Units]] [[Survive]] (or not be [[Captured]]) in order to not have [[Ability Loss]]. If the [[Units]] are under [[Indirect Control]], the loss may not be so severe, as control can be regained.",
15
  "[[Ability Losses]] are not commonly used to advance [[Narrative Structures]] unless they are [[Ultra-Powerful Events]], since players may see goals in resisting the loss, especially in games that support [[Save-Load Cycles]]. One reason for enforcing these types of [[Ability Losses]] in [[Narrative Structures]] is as part of [[Character Development]]. When the losses are part of the game story, they do provide a form of [[Varied Gameplay]], as players have to adjust to a [[Limited Set of Actions]], which may be used to modulate the[[Right Level of Difficulty]]. However, [[Ability Losses]] may be enforced by a game design to ensure a [[Narrative Structure]], although this may be in conflict with a [[Consistent Reality Logic]], for example, making it impossible to attack shopkeepers in computer-based roleplaying games when it is possible to attack monsters.",
16
  "In games with [[Game Masters]], [[Ability Losses]] may be the outcome of [[Negotiation]] with the players in order to restore [[Player Balance]] and provide the[[Right Level of Difficulty]]."
17
  ],
 
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
+ "name": "Indirect Control",
72
+ "file": "IndirectControl"
73
  },
74
  {
75
+ "name": "Competence Areas",
76
+ "file": "CompetenceAreas"
77
  },
78
  {
79
+ "name": "Freedom of Choice",
80
+ "file": "FreedomofChoice"
81
+ },
82
+ {
83
+ "name": "Gain Competence",
84
+ "file": "GainCompetence"
85
+ },
86
+ {
87
+ "name": "Damage",
88
+ "file": "Damage"
89
+ },
90
+ {
91
+ "name": "Character Development",
92
+ "file": "CharacterDevelopment"
93
  },
94
  {
95
  "name": "Player Killing",
 
100
  "file": "Ultra-PowerfulEvents"
101
  },
102
  {
103
+ "name": "Downtime",
104
+ "file": "Downtime"
 
 
 
 
105
  },
106
  {
107
+ "name": "Role Reversal",
108
+ "file": "RoleReversal"
109
  },
110
  {
111
+ "name": "Game Masters",
112
+ "file": "GameMasters"
113
  },
114
  {
115
+ "name": "Consistent Reality Logic",
116
+ "file": "ConsistentRealityLogic"
117
  },
118
  {
119
+ "name": "Time Limits",
120
+ "file": "TimeLimits"
121
  },
122
  {
123
+ "name": "Spawning",
124
+ "file": "Spawning"
125
  },
126
  {
127
+ "name": "Save-Load Cycles",
128
+ "file": "Save-LoadCycles"
129
  },
130
  {
131
+ "name": "Limited Set of Actions",
132
+ "file": "LimitedSetofActions"
133
  },
134
  {
135
+ "name": "Movement Limitations",
136
+ "file": "MovementLimitations"
137
  },
138
  {
139
+ "name": "Perceived Chance to Succeed",
140
+ "file": "PerceivedChancetoSucceed"
141
  },
142
  {
143
+ "name": "Right Level of Complexity",
144
+ "file": "RightLevelofComplexity"
145
  },
146
  {
147
+ "name": "New Abilities",
148
+ "file": "NewAbilities"
149
  },
150
  {
151
+ "name": "Balancing Effects",
152
+ "file": "BalancingEffects"
153
  },
154
  {
155
+ "name": "Right Level of Difficulty",
156
+ "file": "RightLevelofDifficulty"
157
  },
158
  {
159
+ "name": "Player Balance",
160
+ "file": "PlayerBalance"
161
  },
162
  {
163
+ "name": "Penalties",
164
+ "file": "Penalties"
165
  },
166
  {
167
+ "name": "Varied Gameplay",
168
+ "file": "VariedGameplay"
169
  },
170
  {
171
+ "name": "Gain Ownership",
172
+ "file": "GainOwnership"
173
  },
174
  {
175
  "name": "Negotiation",
176
  "file": "Negotiation"
177
  },
178
  {
179
+ "name": "Narrative Structures",
180
+ "file": "NarrativeStructures"
181
+ },
182
+ {
183
+ "name": "Illusion of Influence",
184
+ "file": "IllusionofInfluence"
185
  },
186
  {
187
  "name": "Continuous Goals",
188
  "file": "ContinuousGoals"
189
  },
190
  {
191
+ "name": "Player Elimination",
192
+ "file": "PlayerElimination"
193
  },
194
  {
195
  "name": "Units",
196
  "file": "Units"
 
 
 
 
 
 
 
 
 
 
 
 
197
  }
198
  ],
199
  "pattern_id": "AbilityLosses",
200
  "playable_concept": "Not available yet",
201
  "metadata": {
202
+ "version": "1.2.2.2",
203
  "date_processed": "2025-04-26",
204
  "source_file": "AbilityLosses.htm",
205
+ "converter_version": "1.2.2.2"
206
  }
207
  }
Achilles'Heels.json CHANGED
@@ -45,76 +45,76 @@
45
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
46
  "pattern_links": [
47
  {
48
- "name": "Right Level of Difficulty",
49
- "file": "RightLevelofDifficulty"
50
  },
51
  {
52
- "name": "Public Information",
53
- "file": "PublicInformation"
54
  },
55
  {
56
- "name": "Combat",
57
- "file": "Combat"
58
  },
59
  {
60
- "name": "Gain Information",
61
- "file": "GainInformation"
62
  },
63
  {
64
- "name": "Damage",
65
- "file": "Damage"
66
  },
67
  {
68
- "name": "Boss Monsters",
69
- "file": "BossMonsters"
70
  },
71
  {
72
- "name": "Varied Gameplay",
73
- "file": "VariedGameplay"
74
  },
75
  {
76
- "name": "Tools",
77
- "file": "Tools"
78
  },
79
  {
80
- "name": "Supporting Goals",
81
- "file": "SupportingGoals"
82
  },
83
  {
84
- "name": "Narrative Structures",
85
- "file": "NarrativeStructures"
86
  },
87
  {
88
- "name": "Traces",
89
- "file": "Traces"
90
  },
91
  {
92
- "name": "Strategic Knowledge",
93
- "file": "StrategicKnowledge"
94
  },
95
  {
96
- "name": "Puzzle Solving",
97
- "file": "PuzzleSolving"
98
  },
99
  {
100
- "name": "Clues",
101
- "file": "Clues"
102
  },
103
  {
104
- "name": "Overcome",
105
- "file": "Overcome"
106
  },
107
  {
108
- "name": "Experimenting",
109
- "file": "Experimenting"
110
  }
111
  ],
112
  "pattern_id": "Achilles'Heels",
113
  "playable_concept": "Not available yet",
114
  "metadata": {
115
- "version": "1.2.2",
116
  "date_processed": "2025-04-26",
117
  "source_file": "Achilles'Heels.htm",
118
- "converter_version": "1.2.2"
119
  }
120
  }
 
45
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
46
  "pattern_links": [
47
  {
48
+ "name": "Tools",
49
+ "file": "Tools"
50
  },
51
  {
52
+ "name": "Traces",
53
+ "file": "Traces"
54
  },
55
  {
56
+ "name": "Boss Monsters",
57
+ "file": "BossMonsters"
58
  },
59
  {
60
+ "name": "Public Information",
61
+ "file": "PublicInformation"
62
  },
63
  {
64
+ "name": "Strategic Knowledge",
65
+ "file": "StrategicKnowledge"
66
  },
67
  {
68
+ "name": "Narrative Structures",
69
+ "file": "NarrativeStructures"
70
  },
71
  {
72
+ "name": "Combat",
73
+ "file": "Combat"
74
  },
75
  {
76
+ "name": "Overcome",
77
+ "file": "Overcome"
78
  },
79
  {
80
+ "name": "Clues",
81
+ "file": "Clues"
82
  },
83
  {
84
+ "name": "Supporting Goals",
85
+ "file": "SupportingGoals"
86
  },
87
  {
88
+ "name": "Right Level of Difficulty",
89
+ "file": "RightLevelofDifficulty"
90
  },
91
  {
92
+ "name": "Experimenting",
93
+ "file": "Experimenting"
94
  },
95
  {
96
+ "name": "Damage",
97
+ "file": "Damage"
98
  },
99
  {
100
+ "name": "Varied Gameplay",
101
+ "file": "VariedGameplay"
102
  },
103
  {
104
+ "name": "Puzzle Solving",
105
+ "file": "PuzzleSolving"
106
  },
107
  {
108
+ "name": "Gain Information",
109
+ "file": "GainInformation"
110
  }
111
  ],
112
  "pattern_id": "Achilles'Heels",
113
  "playable_concept": "Not available yet",
114
  "metadata": {
115
+ "version": "1.2.2.2",
116
  "date_processed": "2025-04-26",
117
  "source_file": "Achilles'Heels.htm",
118
+ "converter_version": "1.2.2.2"
119
  }
120
  }
Agents.json CHANGED
@@ -33,21 +33,13 @@
33
  ],
34
  "label": "13. Game Design Patterns for Game Sessions",
35
  "pattern_links": [
36
- {
37
- "name": "Enemies",
38
- "file": "Enemies"
39
- },
40
- {
41
- "name": "Dedicated Game Facilitators",
42
- "file": "DedicatedGameFacilitators"
43
- },
44
  {
45
  "name": "Multiplayer Games",
46
  "file": "MultiplayerGames"
47
  },
48
  {
49
- "name": "Conflict",
50
- "file": "Conflict"
51
  },
52
  {
53
  "name": "Competition",
@@ -57,21 +49,29 @@
57
  "name": "Social Interaction",
58
  "file": "SocialInteraction"
59
  },
 
 
 
 
 
 
 
 
60
  {
61
  "name": "Tied Results",
62
  "file": "TiedResults"
63
  },
64
  {
65
- "name": "Handicaps",
66
- "file": "Handicaps"
67
  }
68
  ],
69
  "pattern_id": "Agents",
70
  "playable_concept": "Not available yet",
71
  "metadata": {
72
- "version": "1.2.2",
73
  "date_processed": "2025-04-26",
74
  "source_file": "Agents.htm",
75
- "converter_version": "1.2.2"
76
  }
77
  }
 
33
  ],
34
  "label": "13. Game Design Patterns for Game Sessions",
35
  "pattern_links": [
 
 
 
 
 
 
 
 
36
  {
37
  "name": "Multiplayer Games",
38
  "file": "MultiplayerGames"
39
  },
40
  {
41
+ "name": "Handicaps",
42
+ "file": "Handicaps"
43
  },
44
  {
45
  "name": "Competition",
 
49
  "name": "Social Interaction",
50
  "file": "SocialInteraction"
51
  },
52
+ {
53
+ "name": "Enemies",
54
+ "file": "Enemies"
55
+ },
56
+ {
57
+ "name": "Dedicated Game Facilitators",
58
+ "file": "DedicatedGameFacilitators"
59
+ },
60
  {
61
  "name": "Tied Results",
62
  "file": "TiedResults"
63
  },
64
  {
65
+ "name": "Conflict",
66
+ "file": "Conflict"
67
  }
68
  ],
69
  "pattern_id": "Agents",
70
  "playable_concept": "Not available yet",
71
  "metadata": {
72
+ "version": "1.2.2.2",
73
  "date_processed": "2025-04-26",
74
  "source_file": "Agents.htm",
75
+ "converter_version": "1.2.2.2"
76
  }
77
  }
Aim&Shoot.json CHANGED
@@ -65,120 +65,120 @@
65
  "label": "8. Actions and Events Patterns",
66
  "pattern_links": [
67
  {
68
- "name": "First-Person Views",
69
- "file": "First-PersonViews"
70
- },
71
- {
72
- "name": "Real-Time Games",
73
- "file": "Real-TimeGames"
74
- },
75
- {
76
- "name": "Resources",
77
- "file": "Resources"
78
  },
79
  {
80
- "name": "Obstacles",
81
- "file": "Obstacles"
82
  },
83
  {
84
  "name": "Alignment",
85
  "file": "Alignment"
86
  },
87
  {
88
- "name": "Delivery",
89
- "file": "Delivery"
90
  },
91
  {
92
- "name": "Disruption of Focused Attention",
93
- "file": "DisruptionofFocusedAttention"
94
  },
95
  {
96
- "name": "Traverse",
97
- "file": "Traverse"
 
 
 
 
98
  },
99
  {
100
  "name": "Capture",
101
  "file": "Capture"
102
  },
103
  {
104
- "name": "Tension",
105
- "file": "Tension"
 
 
 
 
 
 
 
 
106
  },
107
  {
108
  "name": "Eliminate",
109
  "file": "Eliminate"
110
  },
111
  {
112
- "name": "Combat",
113
- "file": "Combat"
114
  },
115
  {
116
- "name": "Moveable Tiles",
117
- "file": "MoveableTiles"
118
  },
119
  {
120
- "name": "Tools",
121
- "file": "Tools"
122
  },
123
  {
124
- "name": "Third-Person Views",
125
- "file": "Third-PersonViews"
126
  },
127
  {
128
- "name": "The Show Must Go On",
129
- "file": "TheShowMustGoOn"
130
  },
131
  {
132
  "name": "Surprises",
133
  "file": "Surprises"
134
  },
135
  {
136
- "name": "Spatial Immersion",
137
- "file": "SpatialImmersion"
138
  },
139
  {
140
- "name": "God Views",
141
- "file": "GodViews"
142
  },
143
  {
144
- "name": "Enemies",
145
- "file": "Enemies"
146
  },
147
  {
148
- "name": "Dexterity-Based Actions",
149
- "file": "Dexterity-BasedActions"
150
  },
151
  {
152
  "name": "Extended Actions",
153
  "file": "ExtendedActions"
154
  },
155
  {
156
- "name": "Maneuvering",
157
- "file": "Maneuvering"
158
  },
159
  {
160
  "name": "Evade",
161
  "file": "Evade"
162
  },
163
  {
164
- "name": "Movement",
165
- "file": "Movement"
166
- },
167
- {
168
- "name": "Privileged Movement",
169
- "file": "PrivilegedMovement"
170
  },
171
  {
172
- "name": "Timing",
173
- "file": "Timing"
174
  }
175
  ],
176
  "pattern_id": "Aim&Shoot",
177
  "playable_concept": "Not available yet",
178
  "metadata": {
179
- "version": "1.2.2",
180
  "date_processed": "2025-04-26",
181
  "source_file": "Aim&Shoot.htm",
182
- "converter_version": "1.2.2"
183
  }
184
  }
 
65
  "label": "8. Actions and Events Patterns",
66
  "pattern_links": [
67
  {
68
+ "name": "Delivery",
69
+ "file": "Delivery"
 
 
 
 
 
 
 
 
70
  },
71
  {
72
+ "name": "Timing",
73
+ "file": "Timing"
74
  },
75
  {
76
  "name": "Alignment",
77
  "file": "Alignment"
78
  },
79
  {
80
+ "name": "Tension",
81
+ "file": "Tension"
82
  },
83
  {
84
+ "name": "Combat",
85
+ "file": "Combat"
86
  },
87
  {
88
+ "name": "Real-Time Games",
89
+ "file": "Real-TimeGames"
90
+ },
91
+ {
92
+ "name": "Third-Person Views",
93
+ "file": "Third-PersonViews"
94
  },
95
  {
96
  "name": "Capture",
97
  "file": "Capture"
98
  },
99
  {
100
+ "name": "Spatial Immersion",
101
+ "file": "SpatialImmersion"
102
+ },
103
+ {
104
+ "name": "Disruption of Focused Attention",
105
+ "file": "DisruptionofFocusedAttention"
106
+ },
107
+ {
108
+ "name": "Dexterity-Based Actions",
109
+ "file": "Dexterity-BasedActions"
110
  },
111
  {
112
  "name": "Eliminate",
113
  "file": "Eliminate"
114
  },
115
  {
116
+ "name": "God Views",
117
+ "file": "GodViews"
118
  },
119
  {
120
+ "name": "Movement",
121
+ "file": "Movement"
122
  },
123
  {
124
+ "name": "Enemies",
125
+ "file": "Enemies"
126
  },
127
  {
128
+ "name": "Moveable Tiles",
129
+ "file": "MoveableTiles"
130
  },
131
  {
132
+ "name": "Traverse",
133
+ "file": "Traverse"
134
  },
135
  {
136
  "name": "Surprises",
137
  "file": "Surprises"
138
  },
139
  {
140
+ "name": "Tools",
141
+ "file": "Tools"
142
  },
143
  {
144
+ "name": "Privileged Movement",
145
+ "file": "PrivilegedMovement"
146
  },
147
  {
148
+ "name": "The Show Must Go On",
149
+ "file": "TheShowMustGoOn"
150
  },
151
  {
152
+ "name": "Obstacles",
153
+ "file": "Obstacles"
154
  },
155
  {
156
  "name": "Extended Actions",
157
  "file": "ExtendedActions"
158
  },
159
  {
160
+ "name": "First-Person Views",
161
+ "file": "First-PersonViews"
162
  },
163
  {
164
  "name": "Evade",
165
  "file": "Evade"
166
  },
167
  {
168
+ "name": "Maneuvering",
169
+ "file": "Maneuvering"
 
 
 
 
170
  },
171
  {
172
+ "name": "Resources",
173
+ "file": "Resources"
174
  }
175
  ],
176
  "pattern_id": "Aim&Shoot",
177
  "playable_concept": "Not available yet",
178
  "metadata": {
179
+ "version": "1.2.2.2",
180
  "date_processed": "2025-04-26",
181
  "source_file": "Aim&Shoot.htm",
182
+ "converter_version": "1.2.2.2"
183
  }
184
  }
Alarms.json CHANGED
@@ -34,18 +34,10 @@
34
  ],
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
37
- {
38
- "name": "Rescue",
39
- "file": "Rescue"
40
- },
41
  {
42
  "name": "Outstanding Features",
43
  "file": "OutstandingFeatures"
44
  },
45
- {
46
- "name": "Enemies",
47
- "file": "Enemies"
48
- },
49
  {
50
  "name": "Disruption of Focused Attention",
51
  "file": "DisruptionofFocusedAttention"
@@ -62,6 +54,14 @@
62
  "name": "Bluffing",
63
  "file": "Bluffing"
64
  },
 
 
 
 
 
 
 
 
65
  {
66
  "name": "Stealth",
67
  "file": "Stealth"
@@ -70,9 +70,9 @@
70
  "pattern_id": "Alarms",
71
  "playable_concept": "Not available yet",
72
  "metadata": {
73
- "version": "1.2.2",
74
  "date_processed": "2025-04-26",
75
  "source_file": "Alarms.htm",
76
- "converter_version": "1.2.2"
77
  }
78
  }
 
34
  ],
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
 
 
 
 
37
  {
38
  "name": "Outstanding Features",
39
  "file": "OutstandingFeatures"
40
  },
 
 
 
 
41
  {
42
  "name": "Disruption of Focused Attention",
43
  "file": "DisruptionofFocusedAttention"
 
54
  "name": "Bluffing",
55
  "file": "Bluffing"
56
  },
57
+ {
58
+ "name": "Rescue",
59
+ "file": "Rescue"
60
+ },
61
+ {
62
+ "name": "Enemies",
63
+ "file": "Enemies"
64
+ },
65
  {
66
  "name": "Stealth",
67
  "file": "Stealth"
 
70
  "pattern_id": "Alarms",
71
  "playable_concept": "Not available yet",
72
  "metadata": {
73
+ "version": "1.2.2.2",
74
  "date_processed": "2025-04-26",
75
  "source_file": "Alarms.htm",
76
+ "converter_version": "1.2.2.2"
77
  }
78
  }
Alignment.json CHANGED
@@ -36,41 +36,41 @@
36
  ],
37
  "label": "11. Game Design Patterns for Goals",
38
  "pattern_links": [
 
 
 
 
39
  {
40
  "name": "Progress Indicators",
41
  "file": "ProgressIndicators"
42
  },
43
  {
44
- "name": "Configuration",
45
- "file": "Configuration"
46
  },
47
  {
48
  "name": "Hovering Closures",
49
  "file": "HoveringClosures"
50
  },
51
  {
52
- "name": "King of the Hill",
53
- "file": "KingoftheHill"
54
  },
55
  {
56
  "name": "Aim & Shoot",
57
  "file": "Aim&Shoot"
58
  },
59
  {
60
- "name": "Capture",
61
- "file": "Capture"
62
- },
63
- {
64
- "name": "Connection",
65
- "file": "Connection"
66
  }
67
  ],
68
  "pattern_id": "Alignment",
69
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780311",
70
  "metadata": {
71
- "version": "1.2.2",
72
  "date_processed": "2025-04-26",
73
  "source_file": "Alignment.htm",
74
- "converter_version": "1.2.2"
75
  }
76
  }
 
36
  ],
37
  "label": "11. Game Design Patterns for Goals",
38
  "pattern_links": [
39
+ {
40
+ "name": "Capture",
41
+ "file": "Capture"
42
+ },
43
  {
44
  "name": "Progress Indicators",
45
  "file": "ProgressIndicators"
46
  },
47
  {
48
+ "name": "King of the Hill",
49
+ "file": "KingoftheHill"
50
  },
51
  {
52
  "name": "Hovering Closures",
53
  "file": "HoveringClosures"
54
  },
55
  {
56
+ "name": "Connection",
57
+ "file": "Connection"
58
  },
59
  {
60
  "name": "Aim & Shoot",
61
  "file": "Aim&Shoot"
62
  },
63
  {
64
+ "name": "Configuration",
65
+ "file": "Configuration"
 
 
 
 
66
  }
67
  ],
68
  "pattern_id": "Alignment",
69
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780311",
70
  "metadata": {
71
+ "version": "1.2.2.2",
72
  "date_processed": "2025-04-26",
73
  "source_file": "Alignment.htm",
74
+ "converter_version": "1.2.2.2"
75
  }
76
  }
Alliances.json CHANGED
@@ -11,7 +11,7 @@
11
  "[[Alliances]] do not have to be explicitly stated or declared within the game system, since it is possible that players define the rules of conduct themselves as illustrated in the previous Diplomacy example. [[Social Interaction]] is typically required for negotiating the [[Alliances]] unless the game system gives the player a possibility of offering, declaring, and accepting alliance proposals as actions in the game itself, as is the case in the previous Civilization example. There are, however, games that are especially based on having [[Alliances]] without explicit alliance actions or having [[Social Interaction]] that allows some forms of [[Social Dilemmas]]. Some of the more common types of [[Alliances]] are described in more detail in [[Uncommitted Alliances]], [[Dynamic Alliances]], and [[Secret Alliances]] patterns."
12
  ],
13
  "consequences": [
14
- "[[Alliances]] can lead to the players automatically creating and maintaining [[Social Organizations]], but [[Social Organizations]] can exist as [[Alliances]] also with the sole purpose of providing [[Social Interaction.]]",
15
  "Stable [[Alliances]] promote [[Team Play]], such as teams in sports, and tend to create strong cohesiveness in the group, especially in cases where there are [[Mutual Goals]] and a common enemy, the opposing team. These stable [[Alliances]] or teams also lead to \"us\" versus \"them\" feelings, where the players outside the [[Alliance]] are viewed as inferior or even bad and evil in character. This is especially the case when there is a direct [[Competition]] between the different teams. The more stable [[Alliances]] almost naturally get characteristics of [[Social Organizations]] such as different levels of [[Social Status]] within the members of the [[Alliance]] and role-differentiation."
16
  ],
17
  "relations": {
@@ -51,36 +51,24 @@
51
  "label": "10. Game Design Patterns for Social Interaction",
52
  "pattern_links": [
53
  {
54
- "name": "Mutual Goals",
55
- "file": "MutualGoals"
56
- },
57
- {
58
- "name": "Social Organizations",
59
- "file": "SocialOrganizations"
60
- },
61
- {
62
- "name": "Interferable Goals",
63
- "file": "InterferableGoals"
64
- },
65
- {
66
- "name": "Shared Penalties",
67
- "file": "SharedPenalties"
68
- },
69
- {
70
- "name": "Enemies",
71
- "file": "Enemies"
72
  },
73
  {
74
  "name": "Shared Resources",
75
  "file": "SharedResources"
76
  },
77
  {
78
- "name": "Secret Alliances",
79
- "file": "SecretAlliances"
80
  },
81
  {
82
- "name": "Dynamic Alliances",
83
- "file": "DynamicAlliances"
 
 
 
 
84
  },
85
  {
86
  "name": "Social Statuses",
@@ -91,44 +79,56 @@
91
  "file": "UncommittedAlliances"
92
  },
93
  {
94
- "name": "Shared Rewards",
95
- "file": "SharedRewards"
96
  },
97
  {
98
- "name": "Betrayal",
99
- "file": "Betrayal"
100
  },
101
  {
102
- "name": "Competition",
103
- "file": "Competition"
104
  },
105
  {
106
- "name": "Individual Penalties",
107
- "file": "IndividualPenalties"
108
  },
109
  {
110
- "name": "Social Interaction",
111
- "file": "SocialInteraction"
112
  },
113
  {
114
- "name": "Player Decided Results",
115
- "file": "PlayerDecidedResults"
116
  },
117
  {
118
  "name": "Social Dilemmas",
119
  "file": "SocialDilemmas"
120
  },
 
 
 
 
121
  {
122
  "name": "Cooperation",
123
  "file": "Cooperation"
 
 
 
 
 
 
 
 
124
  }
125
  ],
126
  "pattern_id": "Alliances",
127
  "playable_concept": "Not available yet",
128
  "metadata": {
129
- "version": "1.2.2",
130
  "date_processed": "2025-04-26",
131
  "source_file": "Alliances.htm",
132
- "converter_version": "1.2.2"
133
  }
134
  }
 
11
  "[[Alliances]] do not have to be explicitly stated or declared within the game system, since it is possible that players define the rules of conduct themselves as illustrated in the previous Diplomacy example. [[Social Interaction]] is typically required for negotiating the [[Alliances]] unless the game system gives the player a possibility of offering, declaring, and accepting alliance proposals as actions in the game itself, as is the case in the previous Civilization example. There are, however, games that are especially based on having [[Alliances]] without explicit alliance actions or having [[Social Interaction]] that allows some forms of [[Social Dilemmas]]. Some of the more common types of [[Alliances]] are described in more detail in [[Uncommitted Alliances]], [[Dynamic Alliances]], and [[Secret Alliances]] patterns."
12
  ],
13
  "consequences": [
14
+ "[[Alliances]] can lead to the players automatically creating and maintaining [[Social Organizations]], but [[Social Organizations]] can exist as [[Alliances]] also with the sole purpose of providing [[Social Interaction]].",
15
  "Stable [[Alliances]] promote [[Team Play]], such as teams in sports, and tend to create strong cohesiveness in the group, especially in cases where there are [[Mutual Goals]] and a common enemy, the opposing team. These stable [[Alliances]] or teams also lead to \"us\" versus \"them\" feelings, where the players outside the [[Alliance]] are viewed as inferior or even bad and evil in character. This is especially the case when there is a direct [[Competition]] between the different teams. The more stable [[Alliances]] almost naturally get characteristics of [[Social Organizations]] such as different levels of [[Social Status]] within the members of the [[Alliance]] and role-differentiation."
16
  ],
17
  "relations": {
 
51
  "label": "10. Game Design Patterns for Social Interaction",
52
  "pattern_links": [
53
  {
54
+ "name": "Shared Rewards",
55
+ "file": "SharedRewards"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
56
  },
57
  {
58
  "name": "Shared Resources",
59
  "file": "SharedResources"
60
  },
61
  {
62
+ "name": "Individual Penalties",
63
+ "file": "IndividualPenalties"
64
  },
65
  {
66
+ "name": "Interferable Goals",
67
+ "file": "InterferableGoals"
68
+ },
69
+ {
70
+ "name": "Player Decided Results",
71
+ "file": "PlayerDecidedResults"
72
  },
73
  {
74
  "name": "Social Statuses",
 
79
  "file": "UncommittedAlliances"
80
  },
81
  {
82
+ "name": "Mutual Goals",
83
+ "file": "MutualGoals"
84
  },
85
  {
86
+ "name": "Social Organizations",
87
+ "file": "SocialOrganizations"
88
  },
89
  {
90
+ "name": "Shared Penalties",
91
+ "file": "SharedPenalties"
92
  },
93
  {
94
+ "name": "Betrayal",
95
+ "file": "Betrayal"
96
  },
97
  {
98
+ "name": "Secret Alliances",
99
+ "file": "SecretAlliances"
100
  },
101
  {
102
+ "name": "Competition",
103
+ "file": "Competition"
104
  },
105
  {
106
  "name": "Social Dilemmas",
107
  "file": "SocialDilemmas"
108
  },
109
+ {
110
+ "name": "Enemies",
111
+ "file": "Enemies"
112
+ },
113
  {
114
  "name": "Cooperation",
115
  "file": "Cooperation"
116
+ },
117
+ {
118
+ "name": "Social Interaction",
119
+ "file": "SocialInteraction"
120
+ },
121
+ {
122
+ "name": "Dynamic Alliances",
123
+ "file": "DynamicAlliances"
124
  }
125
  ],
126
  "pattern_id": "Alliances",
127
  "playable_concept": "Not available yet",
128
  "metadata": {
129
+ "version": "1.2.2.2",
130
  "date_processed": "2025-04-26",
131
  "source_file": "Alliances.htm",
132
+ "converter_version": "1.2.2.2"
133
  }
134
  }
AlternativeReality.json CHANGED
@@ -5,7 +5,7 @@
5
  "All games taking place in fantasy and science fiction settings make use of this pattern, but the pattern is also used in games taking place in alternative histories. Some forms of live-action roleplaying games take place in a historical setting and, although it is an alternative reality, the participants try to make the [[Game World]] as similar as possible to the known facts about that historical period. Even though it can be argued that every game takes place in an alternative reality, which is defined and bound by the rules of the game, this pattern is mainly concerned with making the theme and the function of the [[Game World]] seem life-like."
6
  ],
7
  "using_the_pattern": [
8
- "Using the [[Alternative Reality]] pattern mainly concerns describing and explaining to the players the theme and setting of the game. When properly done, this makes non-intuitive parts of a game, for example explaining [[Construction]] in most games or [[New Abilities]] through [[Rewards]], easy to understand and remember. If the actions and events in games are to be tied to the [[Alternative Reality]] description to strengthen it, [[Game Worlds]] and [[Narrative Structures]] must be designed with fitting objects and [[Characters]] so that the games have[[Predictable Consequences]] and are also socially and emotionally believable. This may be done through the audiovisuals of the [[Game World]], [[Clues]], [[Extra-Game Information]], and typically part of the [[Narrative Structure]] is described using [[Cut Scenes]]. [[Clues]] and [[Helpers]] are ways to introduce [[Indirect Information]] without breaking the illusion of an [[Alternative Reality.]]"
9
  ],
10
  "consequences": [
11
  "[[Alternative Realities]] provide other realms in which players can experience [[Emotional Immersion]]. This [[Immersion]] is typically promoted by [[Storytelling]] and [[Cut Scenes]] but also by providing players the opportunity to control [[Storytelling]] and Roleplaying of [[Characters]] so they may experience [[Identification]].",
@@ -45,10 +45,6 @@
45
  ],
46
  "label": "5. Game Design Patterns for Game Elements",
47
  "pattern_links": [
48
- {
49
- "name": "Predictable Consequences",
50
- "file": "PredictableConsequences"
51
- },
52
  {
53
  "name": "Emotional Immersion",
54
  "file": "EmotionalImmersion"
@@ -61,65 +57,69 @@
61
  "name": "Rewards",
62
  "file": "Rewards"
63
  },
64
- {
65
- "name": "Construction",
66
- "file": "Construction"
67
- },
68
  {
69
  "name": "Identification",
70
  "file": "Identification"
71
  },
72
  {
73
- "name": "Ephemeral Goals",
74
- "file": "EphemeralGoals"
75
  },
76
  {
77
- "name": "Extra-Game Information",
78
- "file": "Extra-GameInformation"
79
  },
80
  {
81
  "name": "New Abilities",
82
  "file": "NewAbilities"
83
  },
84
  {
85
- "name": "Characters",
86
- "file": "Characters"
87
  },
88
  {
89
- "name": "Narrative Structures",
90
- "file": "NarrativeStructures"
91
  },
92
  {
93
- "name": "Clues",
94
- "file": "Clues"
95
  },
96
  {
97
- "name": "Focus Loci",
98
- "file": "FocusLoci"
99
  },
100
  {
101
- "name": "Consistent Reality Logic",
102
- "file": "ConsistentRealityLogic"
103
  },
104
  {
105
- "name": "Indirect Information",
106
- "file": "IndirectInformation"
 
 
 
 
 
 
 
 
107
  },
108
  {
109
  "name": "Cut Scenes",
110
  "file": "CutScenes"
111
  },
112
  {
113
- "name": "Roleplaying",
114
- "file": "Roleplaying"
115
  }
116
  ],
117
  "pattern_id": "AlternativeReality",
118
  "playable_concept": "Not available yet",
119
  "metadata": {
120
- "version": "1.2.2",
121
  "date_processed": "2025-04-26",
122
  "source_file": "AlternativeReality.htm",
123
- "converter_version": "1.2.2"
124
  }
125
  }
 
5
  "All games taking place in fantasy and science fiction settings make use of this pattern, but the pattern is also used in games taking place in alternative histories. Some forms of live-action roleplaying games take place in a historical setting and, although it is an alternative reality, the participants try to make the [[Game World]] as similar as possible to the known facts about that historical period. Even though it can be argued that every game takes place in an alternative reality, which is defined and bound by the rules of the game, this pattern is mainly concerned with making the theme and the function of the [[Game World]] seem life-like."
6
  ],
7
  "using_the_pattern": [
8
+ "Using the [[Alternative Reality]] pattern mainly concerns describing and explaining to the players the theme and setting of the game. When properly done, this makes non-intuitive parts of a game, for example explaining [[Construction]] in most games or [[New Abilities]] through [[Rewards]], easy to understand and remember. If the actions and events in games are to be tied to the [[Alternative Reality]] description to strengthen it, [[Game Worlds]] and [[Narrative Structures]] must be designed with fitting objects and [[Characters]] so that the games have[[Predictable Consequences]] and are also socially and emotionally believable. This may be done through the audiovisuals of the [[Game World]], [[Clues]], [[Extra-Game Information]], and typically part of the [[Narrative Structure]] is described using [[Cut Scenes]]. [[Clues]] and [[Helpers]] are ways to introduce [[Indirect Information]] without breaking the illusion of an [[Alternative Reality]]."
9
  ],
10
  "consequences": [
11
  "[[Alternative Realities]] provide other realms in which players can experience [[Emotional Immersion]]. This [[Immersion]] is typically promoted by [[Storytelling]] and [[Cut Scenes]] but also by providing players the opportunity to control [[Storytelling]] and Roleplaying of [[Characters]] so they may experience [[Identification]].",
 
45
  ],
46
  "label": "5. Game Design Patterns for Game Elements",
47
  "pattern_links": [
 
 
 
 
48
  {
49
  "name": "Emotional Immersion",
50
  "file": "EmotionalImmersion"
 
57
  "name": "Rewards",
58
  "file": "Rewards"
59
  },
 
 
 
 
60
  {
61
  "name": "Identification",
62
  "file": "Identification"
63
  },
64
  {
65
+ "name": "Characters",
66
+ "file": "Characters"
67
  },
68
  {
69
+ "name": "Focus Loci",
70
+ "file": "FocusLoci"
71
  },
72
  {
73
  "name": "New Abilities",
74
  "file": "NewAbilities"
75
  },
76
  {
77
+ "name": "Roleplaying",
78
+ "file": "Roleplaying"
79
  },
80
  {
81
+ "name": "Indirect Information",
82
+ "file": "IndirectInformation"
83
  },
84
  {
85
+ "name": "Consistent Reality Logic",
86
+ "file": "ConsistentRealityLogic"
87
  },
88
  {
89
+ "name": "Predictable Consequences",
90
+ "file": "PredictableConsequences"
91
  },
92
  {
93
+ "name": "Ephemeral Goals",
94
+ "file": "EphemeralGoals"
95
  },
96
  {
97
+ "name": "Narrative Structures",
98
+ "file": "NarrativeStructures"
99
+ },
100
+ {
101
+ "name": "Clues",
102
+ "file": "Clues"
103
+ },
104
+ {
105
+ "name": "Extra-Game Information",
106
+ "file": "Extra-GameInformation"
107
  },
108
  {
109
  "name": "Cut Scenes",
110
  "file": "CutScenes"
111
  },
112
  {
113
+ "name": "Construction",
114
+ "file": "Construction"
115
  }
116
  ],
117
  "pattern_id": "AlternativeReality",
118
  "playable_concept": "Not available yet",
119
  "metadata": {
120
+ "version": "1.2.2.2",
121
  "date_processed": "2025-04-26",
122
  "source_file": "AlternativeReality.htm",
123
+ "converter_version": "1.2.2.2"
124
  }
125
  }
AnalysisParalysis.json CHANGED
@@ -5,7 +5,7 @@
5
  "The classic case of [[Analysis Paralysis]] is that the players are unable to make any useful decisions regarding future actions because they attempt to think too far ahead, and the possible game state space is far too large for proper min-max analysis. [[Analysis Paralysis]] depends also on the players' play style; some players are more prone to [[Analysis Paralysis]] than the others."
6
  ],
7
  "using_the_pattern": [
8
- "[[Analysis Paralysis]] can be achieved by letting players have [[Freedom of Choice]] between several actions with [[Predictable Consequences]], even if these are [[Limited Set of Actions]] or players have [[Limited Resources]]. This forces players to consider [[Tradeoffs]] and the more difficult the values of the actions are to judge, the more likely [[Analysis Paralysis]] is to occur. The likelihood can also be modulated by [[Irreversible Actions]], as well as [[Predefined Goals]] in games where the players have [[Perfect Information]] and [[Symmetric Information]] about the discrete game states. This allows the players to plan the consequences of their current and future actions. [[Irreversible Actions]] guarantee that consequences of the chosen action will be effective also in the future, and this makes it possible to plan several actions ahead while at the same time decreasing the chances to perform [[Experimenting.]] [[Budgeted Action Points]] provide means of expanding the number of decisions the players have to make in each decision point, in effect, broadening the scope of [[Freedom of Choice]], as are open [[Discard Piles]] in card games, which allow the players to have [[Game State Overviews]] and may cause [[Analysis Paralysis]].",
9
  "It is possible to lessen the possibility for [[Analysis Paralysis]] by introducing [[Randomness]] to the consequences of the actions and thereby giving players [[Limited Foresight]] and [[Limited Planning Abilities]]."
10
  ],
11
  "consequences": [
@@ -53,100 +53,100 @@
53
  "label": "13. Game Design Patterns for Game Sessions",
54
  "pattern_links": [
55
  {
56
- "name": "Predictable Consequences",
57
- "file": "PredictableConsequences"
58
  },
59
  {
60
- "name": "Predefined Goals",
61
- "file": "PredefinedGoals"
62
  },
63
  {
64
- "name": "Limited Foresight",
65
- "file": "LimitedForesight"
66
  },
67
  {
68
- "name": "Budgeted Action Points",
69
- "file": "BudgetedActionPoints"
70
  },
71
  {
72
- "name": "Limited Planning Ability",
73
- "file": "LimitedPlanningAbility"
74
  },
75
  {
76
- "name": "Limited Resources",
77
- "file": "LimitedResources"
78
  },
79
  {
80
  "name": "Stimulated Planning",
81
  "file": "StimulatedPlanning"
82
  },
83
  {
84
- "name": "Cognitive Immersion",
85
- "file": "CognitiveImmersion"
86
  },
87
  {
88
- "name": "Right Level of Complexity",
89
- "file": "RightLevelofComplexity"
90
  },
91
  {
92
- "name": "Turn Taking",
93
- "file": "TurnTaking"
94
  },
95
  {
96
- "name": "Irreversible Actions",
97
- "file": "IrreversibleActions"
98
  },
99
  {
100
- "name": "Tradeoffs",
101
- "file": "Tradeoffs"
102
  },
103
  {
104
- "name": "Randomness",
105
- "file": "Randomness"
106
  },
107
  {
108
- "name": "Discard Piles",
109
- "file": "DiscardPiles"
110
  },
111
  {
112
- "name": "Downtime",
113
- "file": "Downtime"
114
  },
115
  {
116
- "name": "Anticipation",
117
- "file": "Anticipation"
118
  },
119
  {
120
- "name": "Symmetric Information",
121
- "file": "SymmetricInformation"
122
  },
123
  {
124
- "name": "Limited Set of Actions",
125
- "file": "LimitedSetofActions"
126
  },
127
  {
128
- "name": "Time Limits",
129
- "file": "TimeLimits"
130
  },
131
  {
132
- "name": "Perfect Information",
133
- "file": "PerfectInformation"
134
  },
135
  {
136
- "name": "Freedom of Choice",
137
- "file": "FreedomofChoice"
138
  },
139
  {
140
- "name": "Game State Overview",
141
- "file": "GameStateOverview"
142
  }
143
  ],
144
  "pattern_id": "AnalysisParalysis",
145
  "playable_concept": "Not available yet",
146
  "metadata": {
147
- "version": "1.2.2",
148
  "date_processed": "2025-04-26",
149
  "source_file": "AnalysisParalysis.htm",
150
- "converter_version": "1.2.2"
151
  }
152
  }
 
5
  "The classic case of [[Analysis Paralysis]] is that the players are unable to make any useful decisions regarding future actions because they attempt to think too far ahead, and the possible game state space is far too large for proper min-max analysis. [[Analysis Paralysis]] depends also on the players' play style; some players are more prone to [[Analysis Paralysis]] than the others."
6
  ],
7
  "using_the_pattern": [
8
+ "[[Analysis Paralysis]] can be achieved by letting players have [[Freedom of Choice]] between several actions with [[Predictable Consequences]], even if these are [[Limited Set of Actions]] or players have [[Limited Resources]]. This forces players to consider [[Tradeoffs]] and the more difficult the values of the actions are to judge, the more likely [[Analysis Paralysis]] is to occur. The likelihood can also be modulated by [[Irreversible Actions]], as well as [[Predefined Goals]] in games where the players have [[Perfect Information]] and [[Symmetric Information]] about the discrete game states. This allows the players to plan the consequences of their current and future actions. [[Irreversible Actions]] guarantee that consequences of the chosen action will be effective also in the future, and this makes it possible to plan several actions ahead while at the same time decreasing the chances to perform [[Experimenting]]. [[Budgeted Action Points]] provide means of expanding the number of decisions the players have to make in each decision point, in effect, broadening the scope of [[Freedom of Choice]], as are open [[Discard Piles]] in card games, which allow the players to have [[Game State Overviews]] and may cause [[Analysis Paralysis]].",
9
  "It is possible to lessen the possibility for [[Analysis Paralysis]] by introducing [[Randomness]] to the consequences of the actions and thereby giving players [[Limited Foresight]] and [[Limited Planning Abilities]]."
10
  ],
11
  "consequences": [
 
53
  "label": "13. Game Design Patterns for Game Sessions",
54
  "pattern_links": [
55
  {
56
+ "name": "Turn Taking",
57
+ "file": "TurnTaking"
58
  },
59
  {
60
+ "name": "Freedom of Choice",
61
+ "file": "FreedomofChoice"
62
  },
63
  {
64
+ "name": "Limited Planning Ability",
65
+ "file": "LimitedPlanningAbility"
66
  },
67
  {
68
+ "name": "Game State Overview",
69
+ "file": "GameStateOverview"
70
  },
71
  {
72
+ "name": "Limited Foresight",
73
+ "file": "LimitedForesight"
74
  },
75
  {
76
+ "name": "Predefined Goals",
77
+ "file": "PredefinedGoals"
78
  },
79
  {
80
  "name": "Stimulated Planning",
81
  "file": "StimulatedPlanning"
82
  },
83
  {
84
+ "name": "Discard Piles",
85
+ "file": "DiscardPiles"
86
  },
87
  {
88
+ "name": "Anticipation",
89
+ "file": "Anticipation"
90
  },
91
  {
92
+ "name": "Downtime",
93
+ "file": "Downtime"
94
  },
95
  {
96
+ "name": "Perfect Information",
97
+ "file": "PerfectInformation"
98
  },
99
  {
100
+ "name": "Predictable Consequences",
101
+ "file": "PredictableConsequences"
102
  },
103
  {
104
+ "name": "Time Limits",
105
+ "file": "TimeLimits"
106
  },
107
  {
108
+ "name": "Limited Set of Actions",
109
+ "file": "LimitedSetofActions"
110
  },
111
  {
112
+ "name": "Budgeted Action Points",
113
+ "file": "BudgetedActionPoints"
114
  },
115
  {
116
+ "name": "Right Level of Complexity",
117
+ "file": "RightLevelofComplexity"
118
  },
119
  {
120
+ "name": "Randomness",
121
+ "file": "Randomness"
122
  },
123
  {
124
+ "name": "Limited Resources",
125
+ "file": "LimitedResources"
126
  },
127
  {
128
+ "name": "Irreversible Actions",
129
+ "file": "IrreversibleActions"
130
  },
131
  {
132
+ "name": "Tradeoffs",
133
+ "file": "Tradeoffs"
134
  },
135
  {
136
+ "name": "Cognitive Immersion",
137
+ "file": "CognitiveImmersion"
138
  },
139
  {
140
+ "name": "Symmetric Information",
141
+ "file": "SymmetricInformation"
142
  }
143
  ],
144
  "pattern_id": "AnalysisParalysis",
145
  "playable_concept": "Not available yet",
146
  "metadata": {
147
+ "version": "1.2.2.2",
148
  "date_processed": "2025-04-26",
149
  "source_file": "AnalysisParalysis.htm",
150
+ "converter_version": "1.2.2.2"
151
  }
152
  }
Anticipation.json CHANGED
@@ -56,104 +56,104 @@
56
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
57
  "pattern_links": [
58
  {
59
- "name": "Predictable Consequences",
60
- "file": "PredictableConsequences"
61
  },
62
  {
63
- "name": "Ultra-Powerful Events",
64
- "file": "Ultra-PowerfulEvents"
65
  },
66
  {
67
- "name": "Betting",
68
- "file": "Betting"
69
  },
70
  {
71
- "name": "Narrative Structures",
72
- "file": "NarrativeStructures"
73
  },
74
  {
75
- "name": "Planned Character Development",
76
- "file": "PlannedCharacterDevelopment"
77
  },
78
  {
79
- "name": "Emotional Immersion",
80
- "file": "EmotionalImmersion"
81
  },
82
  {
83
- "name": "Near Miss Indicators",
84
- "file": "NearMissIndicators"
85
  },
86
  {
87
- "name": "Cognitive Immersion",
88
- "file": "CognitiveImmersion"
89
  },
90
  {
91
- "name": "Imperfect Information",
92
- "file": "ImperfectInformation"
93
  },
94
  {
95
  "name": "Hovering Closures",
96
  "file": "HoveringClosures"
97
  },
98
  {
99
- "name": "Delayed Reciprocity",
100
- "file": "DelayedReciprocity"
101
  },
102
  {
103
- "name": "Turn Taking",
104
- "file": "TurnTaking"
105
  },
106
  {
107
- "name": "Tension",
108
- "file": "Tension"
109
  },
110
  {
111
- "name": "Downtime",
112
- "file": "Downtime"
113
  },
114
  {
115
- "name": "Analysis Paralysis",
116
- "file": "AnalysisParalysis"
117
  },
118
  {
119
  "name": "Betrayal",
120
  "file": "Betrayal"
121
  },
122
  {
123
- "name": "Surprises",
124
- "file": "Surprises"
125
  },
126
  {
127
- "name": "Spatial Immersion",
128
- "file": "SpatialImmersion"
129
  },
130
  {
131
  "name": "Rewards",
132
  "file": "Rewards"
133
  },
134
  {
135
- "name": "Delayed Effects",
136
- "file": "DelayedEffects"
137
  },
138
  {
139
- "name": "Player Defined Goals",
140
- "file": "PlayerDefinedGoals"
141
  },
142
  {
143
- "name": "Time Limits",
144
- "file": "TimeLimits"
145
  },
146
  {
147
- "name": "Red Herrings",
148
- "file": "RedHerrings"
149
  }
150
  ],
151
  "pattern_id": "Anticipation",
152
  "playable_concept": "Not available yet",
153
  "metadata": {
154
- "version": "1.2.2",
155
  "date_processed": "2025-04-26",
156
  "source_file": "Anticipation.htm",
157
- "converter_version": "1.2.2"
158
  }
159
  }
 
56
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
57
  "pattern_links": [
58
  {
59
+ "name": "Analysis Paralysis",
60
+ "file": "AnalysisParalysis"
61
  },
62
  {
63
+ "name": "Turn Taking",
64
+ "file": "TurnTaking"
65
  },
66
  {
67
+ "name": "Tension",
68
+ "file": "Tension"
69
  },
70
  {
71
+ "name": "Imperfect Information",
72
+ "file": "ImperfectInformation"
73
  },
74
  {
75
+ "name": "Delayed Effects",
76
+ "file": "DelayedEffects"
77
  },
78
  {
79
+ "name": "Spatial Immersion",
80
+ "file": "SpatialImmersion"
81
  },
82
  {
83
+ "name": "Ultra-Powerful Events",
84
+ "file": "Ultra-PowerfulEvents"
85
  },
86
  {
87
+ "name": "Downtime",
88
+ "file": "Downtime"
89
  },
90
  {
91
+ "name": "Predictable Consequences",
92
+ "file": "PredictableConsequences"
93
  },
94
  {
95
  "name": "Hovering Closures",
96
  "file": "HoveringClosures"
97
  },
98
  {
99
+ "name": "Time Limits",
100
+ "file": "TimeLimits"
101
  },
102
  {
103
+ "name": "Player Defined Goals",
104
+ "file": "PlayerDefinedGoals"
105
  },
106
  {
107
+ "name": "Emotional Immersion",
108
+ "file": "EmotionalImmersion"
109
  },
110
  {
111
+ "name": "Red Herrings",
112
+ "file": "RedHerrings"
113
  },
114
  {
115
+ "name": "Delayed Reciprocity",
116
+ "file": "DelayedReciprocity"
117
  },
118
  {
119
  "name": "Betrayal",
120
  "file": "Betrayal"
121
  },
122
  {
123
+ "name": "Betting",
124
+ "file": "Betting"
125
  },
126
  {
127
+ "name": "Surprises",
128
+ "file": "Surprises"
129
  },
130
  {
131
  "name": "Rewards",
132
  "file": "Rewards"
133
  },
134
  {
135
+ "name": "Narrative Structures",
136
+ "file": "NarrativeStructures"
137
  },
138
  {
139
+ "name": "Planned Character Development",
140
+ "file": "PlannedCharacterDevelopment"
141
  },
142
  {
143
+ "name": "Cognitive Immersion",
144
+ "file": "CognitiveImmersion"
145
  },
146
  {
147
+ "name": "Near Miss Indicators",
148
+ "file": "NearMissIndicators"
149
  }
150
  ],
151
  "pattern_id": "Anticipation",
152
  "playable_concept": "Not available yet",
153
  "metadata": {
154
+ "version": "1.2.2.2",
155
  "date_processed": "2025-04-26",
156
  "source_file": "Anticipation.htm",
157
+ "converter_version": "1.2.2.2"
158
  }
159
  }
AreaControl.json CHANGED
@@ -68,156 +68,156 @@
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
- "name": "Strategic Locations",
72
- "file": "StrategicLocations"
73
  },
74
  {
75
- "name": "Gain Ownership",
76
- "file": "GainOwnership"
77
  },
78
  {
79
- "name": "Team Play",
80
- "file": "TeamPlay"
81
  },
82
  {
83
- "name": "Reconnaissance",
84
- "file": "Reconnaissance"
85
  },
86
  {
87
- "name": "Race",
88
- "file": "Race"
89
  },
90
  {
91
- "name": "Contact",
92
- "file": "Contact"
93
  },
94
  {
95
- "name": "Movement Limitations",
96
- "file": "MovementLimitations"
97
  },
98
  {
99
- "name": "Penalties",
100
- "file": "Penalties"
101
  },
102
  {
103
  "name": "Stealth",
104
  "file": "Stealth"
105
  },
106
  {
107
- "name": "Emotional Immersion",
108
- "file": "EmotionalImmersion"
 
 
 
 
109
  },
110
  {
111
  "name": "Interferable Goals",
112
  "file": "InterferableGoals"
113
  },
114
  {
115
- "name": "Game World",
116
- "file": "GameWorld"
117
  },
118
  {
119
- "name": "Bidding",
120
- "file": "Bidding"
121
  },
122
  {
123
- "name": "Resources",
124
- "file": "Resources"
125
  },
126
  {
127
- "name": "Committed Goals",
128
- "file": "CommittedGoals"
129
  },
130
  {
131
- "name": "Controllers",
132
- "file": "Controllers"
133
  },
134
  {
135
- "name": "Supporting Goals",
136
- "file": "SupportingGoals"
137
  },
138
  {
139
- "name": "Attention Swapping",
140
- "file": "AttentionSwapping"
141
  },
142
  {
143
- "name": "Traverse",
144
- "file": "Traverse"
145
  },
146
  {
147
  "name": "Transfer of Control",
148
  "file": "TransferofControl"
149
  },
150
  {
151
- "name": "Producers",
152
- "file": "Producers"
153
- },
154
- {
155
- "name": "Tradeoffs",
156
- "file": "Tradeoffs"
157
  },
158
  {
159
- "name": "Combat",
160
- "file": "Combat"
161
  },
162
  {
163
  "name": "Trading",
164
  "file": "Trading"
165
  },
166
  {
167
- "name": "Strategic Knowledge",
168
- "file": "StrategicKnowledge"
169
  },
170
  {
171
- "name": "Overcome",
172
- "file": "Overcome"
173
  },
174
  {
175
- "name": "Risk/Reward",
176
- "file": "RiskReward"
177
  },
178
  {
179
- "name": "Privileged Abilities",
180
- "file": "PrivilegedAbilities"
181
  },
182
  {
183
  "name": "Rewards",
184
  "file": "Rewards"
185
  },
186
- {
187
- "name": "Continuous Goals",
188
- "file": "ContinuousGoals"
189
- },
190
  {
191
  "name": "Extended Actions",
192
  "file": "ExtendedActions"
193
  },
194
  {
195
- "name": "Goal Points",
196
- "file": "GoalPoints"
197
  },
198
  {
199
- "name": "Game State Overview",
200
- "file": "GameStateOverview"
201
  },
202
  {
203
- "name": "Focus Loci",
204
- "file": "FocusLoci"
205
  },
206
  {
207
- "name": "Selectable Sets of Goals",
208
- "file": "SelectableSetsofGoals"
209
  },
210
  {
211
- "name": "Ownership",
212
- "file": "Ownership"
 
 
 
 
213
  }
214
  ],
215
  "pattern_id": "AreaControl",
216
  "playable_concept": "Not available yet",
217
  "metadata": {
218
- "version": "1.2.2",
219
  "date_processed": "2025-04-26",
220
  "source_file": "AreaControl.htm",
221
- "converter_version": "1.2.2"
222
  }
223
  }
 
68
  "label": "8. Actions and Events Patterns",
69
  "pattern_links": [
70
  {
71
+ "name": "Selectable Sets of Goals",
72
+ "file": "SelectableSetsofGoals"
73
  },
74
  {
75
+ "name": "Risk/Reward",
76
+ "file": "RiskReward"
77
  },
78
  {
79
+ "name": "Combat",
80
+ "file": "Combat"
81
  },
82
  {
83
+ "name": "Game State Overview",
84
+ "file": "GameStateOverview"
85
  },
86
  {
87
+ "name": "Team Play",
88
+ "file": "TeamPlay"
89
  },
90
  {
91
+ "name": "Goal Points",
92
+ "file": "GoalPoints"
93
  },
94
  {
95
+ "name": "Game World",
96
+ "file": "GameWorld"
97
  },
98
  {
99
+ "name": "Race",
100
+ "file": "Race"
101
  },
102
  {
103
  "name": "Stealth",
104
  "file": "Stealth"
105
  },
106
  {
107
+ "name": "Controllers",
108
+ "file": "Controllers"
109
+ },
110
+ {
111
+ "name": "Committed Goals",
112
+ "file": "CommittedGoals"
113
  },
114
  {
115
  "name": "Interferable Goals",
116
  "file": "InterferableGoals"
117
  },
118
  {
119
+ "name": "Ownership",
120
+ "file": "Ownership"
121
  },
122
  {
123
+ "name": "Overcome",
124
+ "file": "Overcome"
125
  },
126
  {
127
+ "name": "Supporting Goals",
128
+ "file": "SupportingGoals"
129
  },
130
  {
131
+ "name": "Bidding",
132
+ "file": "Bidding"
133
  },
134
  {
135
+ "name": "Attention Swapping",
136
+ "file": "AttentionSwapping"
137
  },
138
  {
139
+ "name": "Producers",
140
+ "file": "Producers"
141
  },
142
  {
143
+ "name": "Emotional Immersion",
144
+ "file": "EmotionalImmersion"
145
  },
146
  {
147
+ "name": "Movement Limitations",
148
+ "file": "MovementLimitations"
149
  },
150
  {
151
  "name": "Transfer of Control",
152
  "file": "TransferofControl"
153
  },
154
  {
155
+ "name": "Focus Loci",
156
+ "file": "FocusLoci"
 
 
 
 
157
  },
158
  {
159
+ "name": "Strategic Knowledge",
160
+ "file": "StrategicKnowledge"
161
  },
162
  {
163
  "name": "Trading",
164
  "file": "Trading"
165
  },
166
  {
167
+ "name": "Contact",
168
+ "file": "Contact"
169
  },
170
  {
171
+ "name": "Resources",
172
+ "file": "Resources"
173
  },
174
  {
175
+ "name": "Penalties",
176
+ "file": "Penalties"
177
  },
178
  {
179
+ "name": "Gain Ownership",
180
+ "file": "GainOwnership"
181
  },
182
  {
183
  "name": "Rewards",
184
  "file": "Rewards"
185
  },
 
 
 
 
186
  {
187
  "name": "Extended Actions",
188
  "file": "ExtendedActions"
189
  },
190
  {
191
+ "name": "Privileged Abilities",
192
+ "file": "PrivilegedAbilities"
193
  },
194
  {
195
+ "name": "Continuous Goals",
196
+ "file": "ContinuousGoals"
197
  },
198
  {
199
+ "name": "Strategic Locations",
200
+ "file": "StrategicLocations"
201
  },
202
  {
203
+ "name": "Reconnaissance",
204
+ "file": "Reconnaissance"
205
  },
206
  {
207
+ "name": "Tradeoffs",
208
+ "file": "Tradeoffs"
209
+ },
210
+ {
211
+ "name": "Traverse",
212
+ "file": "Traverse"
213
  }
214
  ],
215
  "pattern_id": "AreaControl",
216
  "playable_concept": "Not available yet",
217
  "metadata": {
218
+ "version": "1.2.2.2",
219
  "date_processed": "2025-04-26",
220
  "source_file": "AreaControl.htm",
221
+ "converter_version": "1.2.2.2"
222
  }
223
  }
ArithmeticRewardsforInvestments.json CHANGED
@@ -36,16 +36,8 @@
36
  "label": "6. Game Design Patterns for Resource and Resource Management",
37
  "pattern_links": [
38
  {
39
- "name": "Predictable Consequences",
40
- "file": "PredictableConsequences"
41
- },
42
- {
43
- "name": "Risk/Reward",
44
- "file": "RiskReward"
45
- },
46
- {
47
- "name": "Geometric Rewards for Investments",
48
- "file": "GeometricRewardsforInvestments"
49
  },
50
  {
51
  "name": "Rewards",
@@ -56,24 +48,32 @@
56
  "file": "DiminishingReturns"
57
  },
58
  {
59
- "name": "Time Limits",
60
- "file": "TimeLimits"
61
- },
62
- {
63
- "name": "Investments",
64
- "file": "Investments"
65
  },
66
  {
67
  "name": "Freedom of Choice",
68
  "file": "FreedomofChoice"
 
 
 
 
 
 
 
 
 
 
 
 
69
  }
70
  ],
71
  "pattern_id": "ArithmeticRewardsforInvestments",
72
  "playable_concept": "Not available yet",
73
  "metadata": {
74
- "version": "1.2.2",
75
  "date_processed": "2025-04-26",
76
  "source_file": "ArithmeticRewardsforInvestments.htm",
77
- "converter_version": "1.2.2"
78
  }
79
  }
 
36
  "label": "6. Game Design Patterns for Resource and Resource Management",
37
  "pattern_links": [
38
  {
39
+ "name": "Investments",
40
+ "file": "Investments"
 
 
 
 
 
 
 
 
41
  },
42
  {
43
  "name": "Rewards",
 
48
  "file": "DiminishingReturns"
49
  },
50
  {
51
+ "name": "Risk/Reward",
52
+ "file": "RiskReward"
 
 
 
 
53
  },
54
  {
55
  "name": "Freedom of Choice",
56
  "file": "FreedomofChoice"
57
+ },
58
+ {
59
+ "name": "Predictable Consequences",
60
+ "file": "PredictableConsequences"
61
+ },
62
+ {
63
+ "name": "Geometric Rewards for Investments",
64
+ "file": "GeometricRewardsforInvestments"
65
+ },
66
+ {
67
+ "name": "Time Limits",
68
+ "file": "TimeLimits"
69
  }
70
  ],
71
  "pattern_id": "ArithmeticRewardsforInvestments",
72
  "playable_concept": "Not available yet",
73
  "metadata": {
74
+ "version": "1.2.2.2",
75
  "date_processed": "2025-04-26",
76
  "source_file": "ArithmeticRewardsforInvestments.htm",
77
+ "converter_version": "1.2.2.2"
78
  }
79
  }
AsymmetricAbilities.json CHANGED
@@ -63,104 +63,104 @@
63
  "label": "8. Actions and Events Patterns",
64
  "pattern_links": [
65
  {
66
- "name": "Asymmetric Information",
67
- "file": "AsymmetricInformation"
68
- },
69
- {
70
- "name": "Team Development",
71
- "file": "TeamDevelopment"
72
  },
73
  {
74
- "name": "Paper-Rock-Scissors",
75
- "file": "Paper-Rock-Scissors"
76
  },
77
  {
78
- "name": "Varied Gameplay",
79
- "file": "VariedGameplay"
80
  },
81
  {
82
  "name": "Team Play",
83
  "file": "TeamPlay"
84
  },
85
- {
86
- "name": "Balancing Effects",
87
- "file": "BalancingEffects"
88
- },
89
  {
90
  "name": "Gain Competence",
91
  "file": "GainCompetence"
92
  },
93
  {
94
- "name": "Game Mastery",
95
- "file": "GameMastery"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
96
  },
97
  {
98
  "name": "Fog of War",
99
  "file": "FogofWar"
100
  },
 
 
 
 
101
  {
102
  "name": "Player Balance",
103
  "file": "PlayerBalance"
104
  },
105
  {
106
- "name": "Collaborative Actions",
107
- "file": "CollaborativeActions"
108
  },
109
  {
110
- "name": "Social Organizations",
111
- "file": "SocialOrganizations"
112
  },
113
  {
114
- "name": "Orthogonal Unit Differentiation",
115
- "file": "OrthogonalUnitDifferentiation"
116
  },
117
  {
118
  "name": "Turn-Based Games",
119
  "file": "Turn-BasedGames"
120
  },
121
  {
122
- "name": "Asymmetric Goals",
123
- "file": "AsymmetricGoals"
124
  },
125
  {
126
- "name": "Communication Channels",
127
- "file": "CommunicationChannels"
128
  },
129
  {
130
  "name": "Privileged Abilities",
131
  "file": "PrivilegedAbilities"
132
  },
133
  {
134
- "name": "Negotiation",
135
- "file": "Negotiation"
136
  },
137
  {
138
  "name": "Symmetry",
139
  "file": "Symmetry"
140
  },
141
- {
142
- "name": "Tournaments",
143
- "file": "Tournaments"
144
- },
145
- {
146
- "name": "Freedom of Choice",
147
- "file": "FreedomofChoice"
148
- },
149
  {
150
  "name": "Constructive Play",
151
  "file": "ConstructivePlay"
152
- },
153
- {
154
- "name": "Replayability",
155
- "file": "Replayability"
156
  }
157
  ],
158
  "pattern_id": "AsymmetricAbilities",
159
  "playable_concept": "Not available yet",
160
  "metadata": {
161
- "version": "1.2.2",
162
  "date_processed": "2025-04-26",
163
  "source_file": "AsymmetricAbilities.htm",
164
- "converter_version": "1.2.2"
165
  }
166
  }
 
63
  "label": "8. Actions and Events Patterns",
64
  "pattern_links": [
65
  {
66
+ "name": "Freedom of Choice",
67
+ "file": "FreedomofChoice"
 
 
 
 
68
  },
69
  {
70
+ "name": "Game Mastery",
71
+ "file": "GameMastery"
72
  },
73
  {
74
+ "name": "Replayability",
75
+ "file": "Replayability"
76
  },
77
  {
78
  "name": "Team Play",
79
  "file": "TeamPlay"
80
  },
 
 
 
 
81
  {
82
  "name": "Gain Competence",
83
  "file": "GainCompetence"
84
  },
85
  {
86
+ "name": "Social Organizations",
87
+ "file": "SocialOrganizations"
88
+ },
89
+ {
90
+ "name": "Asymmetric Information",
91
+ "file": "AsymmetricInformation"
92
+ },
93
+ {
94
+ "name": "Team Development",
95
+ "file": "TeamDevelopment"
96
+ },
97
+ {
98
+ "name": "Asymmetric Goals",
99
+ "file": "AsymmetricGoals"
100
+ },
101
+ {
102
+ "name": "Tournaments",
103
+ "file": "Tournaments"
104
  },
105
  {
106
  "name": "Fog of War",
107
  "file": "FogofWar"
108
  },
109
+ {
110
+ "name": "Balancing Effects",
111
+ "file": "BalancingEffects"
112
+ },
113
  {
114
  "name": "Player Balance",
115
  "file": "PlayerBalance"
116
  },
117
  {
118
+ "name": "Varied Gameplay",
119
+ "file": "VariedGameplay"
120
  },
121
  {
122
+ "name": "Communication Channels",
123
+ "file": "CommunicationChannels"
124
  },
125
  {
126
+ "name": "Paper-Rock-Scissors",
127
+ "file": "Paper-Rock-Scissors"
128
  },
129
  {
130
  "name": "Turn-Based Games",
131
  "file": "Turn-BasedGames"
132
  },
133
  {
134
+ "name": "Orthogonal Unit Differentiation",
135
+ "file": "OrthogonalUnitDifferentiation"
136
  },
137
  {
138
+ "name": "Negotiation",
139
+ "file": "Negotiation"
140
  },
141
  {
142
  "name": "Privileged Abilities",
143
  "file": "PrivilegedAbilities"
144
  },
145
  {
146
+ "name": "Collaborative Actions",
147
+ "file": "CollaborativeActions"
148
  },
149
  {
150
  "name": "Symmetry",
151
  "file": "Symmetry"
152
  },
 
 
 
 
 
 
 
 
153
  {
154
  "name": "Constructive Play",
155
  "file": "ConstructivePlay"
 
 
 
 
156
  }
157
  ],
158
  "pattern_id": "AsymmetricAbilities",
159
  "playable_concept": "Not available yet",
160
  "metadata": {
161
+ "version": "1.2.2.2",
162
  "date_processed": "2025-04-26",
163
  "source_file": "AsymmetricAbilities.htm",
164
+ "converter_version": "1.2.2.2"
165
  }
166
  }
AsymmetricGoals.json CHANGED
@@ -41,21 +41,29 @@
41
  ],
42
  "label": "12. Game Design Patterns for Goal Structures",
43
  "pattern_links": [
 
 
 
 
44
  {
45
  "name": "Role Reversal",
46
  "file": "RoleReversal"
47
  },
48
  {
49
- "name": "Paper-Rock-Scissors",
50
- "file": "Paper-Rock-Scissors"
 
 
 
 
51
  },
52
  {
53
  "name": "Symmetric Goals",
54
  "file": "SymmetricGoals"
55
  },
56
  {
57
- "name": "Varied Gameplay",
58
- "file": "VariedGameplay"
59
  },
60
  {
61
  "name": "Competition",
@@ -66,28 +74,20 @@
66
  "file": "PlayerBalance"
67
  },
68
  {
69
- "name": "Freedom of Choice",
70
- "file": "FreedomofChoice"
71
  },
72
  {
73
  "name": "Preventing Goals",
74
  "file": "PreventingGoals"
75
- },
76
- {
77
- "name": "Asymmetric Abilities",
78
- "file": "AsymmetricAbilities"
79
- },
80
- {
81
- "name": "Replayability",
82
- "file": "Replayability"
83
  }
84
  ],
85
  "pattern_id": "AsymmetricGoals",
86
  "playable_concept": "Not available yet",
87
  "metadata": {
88
- "version": "1.2.2",
89
  "date_processed": "2025-04-26",
90
  "source_file": "AsymmetricGoals.htm",
91
- "converter_version": "1.2.2"
92
  }
93
  }
 
41
  ],
42
  "label": "12. Game Design Patterns for Goal Structures",
43
  "pattern_links": [
44
+ {
45
+ "name": "Paper-Rock-Scissors",
46
+ "file": "Paper-Rock-Scissors"
47
+ },
48
  {
49
  "name": "Role Reversal",
50
  "file": "RoleReversal"
51
  },
52
  {
53
+ "name": "Freedom of Choice",
54
+ "file": "FreedomofChoice"
55
+ },
56
+ {
57
+ "name": "Replayability",
58
+ "file": "Replayability"
59
  },
60
  {
61
  "name": "Symmetric Goals",
62
  "file": "SymmetricGoals"
63
  },
64
  {
65
+ "name": "Asymmetric Abilities",
66
+ "file": "AsymmetricAbilities"
67
  },
68
  {
69
  "name": "Competition",
 
74
  "file": "PlayerBalance"
75
  },
76
  {
77
+ "name": "Varied Gameplay",
78
+ "file": "VariedGameplay"
79
  },
80
  {
81
  "name": "Preventing Goals",
82
  "file": "PreventingGoals"
 
 
 
 
 
 
 
 
83
  }
84
  ],
85
  "pattern_id": "AsymmetricGoals",
86
  "playable_concept": "Not available yet",
87
  "metadata": {
88
+ "version": "1.2.2.2",
89
  "date_processed": "2025-04-26",
90
  "source_file": "AsymmetricGoals.htm",
91
+ "converter_version": "1.2.2.2"
92
  }
93
  }
AsymmetricInformation.json CHANGED
@@ -47,64 +47,64 @@
47
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
48
  "pattern_links": [
49
  {
50
- "name": "Predefined Goals",
51
- "file": "PredefinedGoals"
52
  },
53
  {
54
  "name": "Negotiation",
55
  "file": "Negotiation"
56
  },
57
  {
58
- "name": "Bidding",
59
- "file": "Bidding"
60
  },
61
  {
62
- "name": "Gain Information",
63
- "file": "GainInformation"
64
  },
65
  {
66
- "name": "Secret Resources",
67
- "file": "SecretResources"
68
  },
69
  {
70
- "name": "Secret Alliances",
71
- "file": "SecretAlliances"
72
  },
73
  {
74
- "name": "Card Hands",
75
- "file": "CardHands"
 
 
 
 
76
  },
77
  {
78
  "name": "Betrayal",
79
  "file": "Betrayal"
80
  },
81
  {
82
- "name": "Perfect Information",
83
- "file": "PerfectInformation"
84
  },
85
  {
86
- "name": "Conceal",
87
- "file": "Conceal"
88
  },
89
  {
90
  "name": "Unknown Goals",
91
  "file": "UnknownGoals"
92
  },
93
  {
94
- "name": "Bluffing",
95
- "file": "Bluffing"
96
- },
97
- {
98
- "name": "Asymmetric Abilities",
99
- "file": "AsymmetricAbilities"
100
  }
101
  ],
102
  "pattern_id": "AsymmetricInformation",
103
  "playable_concept": "Not available yet",
104
  "metadata": {
105
- "version": "1.2.2",
106
  "date_processed": "2025-04-26",
107
  "source_file": "AsymmetricInformation.htm",
108
- "converter_version": "1.2.2"
109
  }
110
  }
 
47
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
48
  "pattern_links": [
49
  {
50
+ "name": "Perfect Information",
51
+ "file": "PerfectInformation"
52
  },
53
  {
54
  "name": "Negotiation",
55
  "file": "Negotiation"
56
  },
57
  {
58
+ "name": "Card Hands",
59
+ "file": "CardHands"
60
  },
61
  {
62
+ "name": "Secret Alliances",
63
+ "file": "SecretAlliances"
64
  },
65
  {
66
+ "name": "Conceal",
67
+ "file": "Conceal"
68
  },
69
  {
70
+ "name": "Asymmetric Abilities",
71
+ "file": "AsymmetricAbilities"
72
  },
73
  {
74
+ "name": "Predefined Goals",
75
+ "file": "PredefinedGoals"
76
+ },
77
+ {
78
+ "name": "Bluffing",
79
+ "file": "Bluffing"
80
  },
81
  {
82
  "name": "Betrayal",
83
  "file": "Betrayal"
84
  },
85
  {
86
+ "name": "Secret Resources",
87
+ "file": "SecretResources"
88
  },
89
  {
90
+ "name": "Bidding",
91
+ "file": "Bidding"
92
  },
93
  {
94
  "name": "Unknown Goals",
95
  "file": "UnknownGoals"
96
  },
97
  {
98
+ "name": "Gain Information",
99
+ "file": "GainInformation"
 
 
 
 
100
  }
101
  ],
102
  "pattern_id": "AsymmetricInformation",
103
  "playable_concept": "Not available yet",
104
  "metadata": {
105
+ "version": "1.2.2.2",
106
  "date_processed": "2025-04-26",
107
  "source_file": "AsymmetricInformation.htm",
108
+ "converter_version": "1.2.2.2"
109
  }
110
  }
AsymmetricResourceDistribution.json CHANGED
@@ -49,76 +49,76 @@
49
  "label": "6. Game Design Patterns for Resource and Resource Management",
50
  "pattern_links": [
51
  {
52
- "name": "Mutual Goals",
53
- "file": "MutualGoals"
54
  },
55
  {
56
- "name": "Resources",
57
- "file": "Resources"
58
  },
59
  {
60
  "name": "Single-Player Games",
61
  "file": "Single-PlayerGames"
62
  },
63
  {
64
- "name": "Trading",
65
- "file": "Trading"
66
- },
67
- {
68
- "name": "Varied Gameplay",
69
- "file": "VariedGameplay"
70
  },
71
  {
72
  "name": "Multiplayer Games",
73
  "file": "MultiplayerGames"
74
  },
75
  {
76
- "name": "Player-Decided Distribution of Rewards & Penalties",
77
- "file": "Player-DecidedDistributionofRewards&Penalties"
78
  },
79
  {
80
- "name": "Symmetry",
81
- "file": "Symmetry"
82
  },
83
  {
84
  "name": "Randomness",
85
  "file": "Randomness"
86
  },
87
  {
88
- "name": "Player Balance",
89
- "file": "PlayerBalance"
90
  },
91
  {
92
- "name": "Social Interaction",
93
- "file": "SocialInteraction"
94
  },
95
  {
96
- "name": "Symmetric Resource Distribution",
97
- "file": "SymmetricResourceDistribution"
98
  },
99
  {
100
- "name": "Perceived Chance to Succeed",
101
- "file": "PerceivedChancetoSucceed"
102
  },
103
  {
104
- "name": "Handicaps",
105
- "file": "Handicaps"
106
  },
107
  {
108
- "name": "Ownership",
109
- "file": "Ownership"
110
  },
111
  {
112
- "name": "Renewable Resources",
113
- "file": "RenewableResources"
 
 
 
 
114
  }
115
  ],
116
  "pattern_id": "AsymmetricResourceDistribution",
117
  "playable_concept": "Not available yet",
118
  "metadata": {
119
- "version": "1.2.2",
120
  "date_processed": "2025-04-26",
121
  "source_file": "AsymmetricResourceDistribution.htm",
122
- "converter_version": "1.2.2"
123
  }
124
  }
 
49
  "label": "6. Game Design Patterns for Resource and Resource Management",
50
  "pattern_links": [
51
  {
52
+ "name": "Symmetric Resource Distribution",
53
+ "file": "SymmetricResourceDistribution"
54
  },
55
  {
56
+ "name": "Perceived Chance to Succeed",
57
+ "file": "PerceivedChancetoSucceed"
58
  },
59
  {
60
  "name": "Single-Player Games",
61
  "file": "Single-PlayerGames"
62
  },
63
  {
64
+ "name": "Mutual Goals",
65
+ "file": "MutualGoals"
 
 
 
 
66
  },
67
  {
68
  "name": "Multiplayer Games",
69
  "file": "MultiplayerGames"
70
  },
71
  {
72
+ "name": "Trading",
73
+ "file": "Trading"
74
  },
75
  {
76
+ "name": "Handicaps",
77
+ "file": "Handicaps"
78
  },
79
  {
80
  "name": "Randomness",
81
  "file": "Randomness"
82
  },
83
  {
84
+ "name": "Ownership",
85
+ "file": "Ownership"
86
  },
87
  {
88
+ "name": "Renewable Resources",
89
+ "file": "RenewableResources"
90
  },
91
  {
92
+ "name": "Player-Decided Distribution of Rewards & Penalties",
93
+ "file": "Player-DecidedDistributionofRewards&Penalties"
94
  },
95
  {
96
+ "name": "Symmetry",
97
+ "file": "Symmetry"
98
  },
99
  {
100
+ "name": "Player Balance",
101
+ "file": "PlayerBalance"
102
  },
103
  {
104
+ "name": "Varied Gameplay",
105
+ "file": "VariedGameplay"
106
  },
107
  {
108
+ "name": "Social Interaction",
109
+ "file": "SocialInteraction"
110
+ },
111
+ {
112
+ "name": "Resources",
113
+ "file": "Resources"
114
  }
115
  ],
116
  "pattern_id": "AsymmetricResourceDistribution",
117
  "playable_concept": "Not available yet",
118
  "metadata": {
119
+ "version": "1.2.2.2",
120
  "date_processed": "2025-04-26",
121
  "source_file": "AsymmetricResourceDistribution.htm",
122
+ "converter_version": "1.2.2.2"
123
  }
124
  }
AsynchronousGames.json CHANGED
@@ -44,30 +44,22 @@
44
  "name": "Turn-Based Games",
45
  "file": "Turn-BasedGames"
46
  },
47
- {
48
- "name": "Public Information",
49
- "file": "PublicInformation"
50
- },
51
- {
52
- "name": "Real-Time Games",
53
- "file": "Real-TimeGames"
54
- },
55
- {
56
- "name": "Ghosts",
57
- "file": "Ghosts"
58
- },
59
  {
60
  "name": "Downtime",
61
  "file": "Downtime"
62
  },
63
- {
64
- "name": "Dedicated Game Facilitators",
65
- "file": "DedicatedGameFacilitators"
66
- },
67
  {
68
  "name": "Tick-Based Games",
69
  "file": "Tick-BasedGames"
70
  },
 
 
 
 
 
 
 
 
71
  {
72
  "name": "Freedom of Choice",
73
  "file": "FreedomofChoice"
@@ -76,17 +68,25 @@
76
  "name": "Communication Channels",
77
  "file": "CommunicationChannels"
78
  },
 
 
 
 
79
  {
80
  "name": "Persistent Game Worlds",
81
  "file": "PersistentGameWorlds"
 
 
 
 
82
  }
83
  ],
84
  "pattern_id": "AsynchronousGames",
85
  "playable_concept": "Not available yet",
86
  "metadata": {
87
- "version": "1.2.2",
88
  "date_processed": "2025-04-26",
89
  "source_file": "AsynchronousGames.htm",
90
- "converter_version": "1.2.2"
91
  }
92
  }
 
44
  "name": "Turn-Based Games",
45
  "file": "Turn-BasedGames"
46
  },
 
 
 
 
 
 
 
 
 
 
 
 
47
  {
48
  "name": "Downtime",
49
  "file": "Downtime"
50
  },
 
 
 
 
51
  {
52
  "name": "Tick-Based Games",
53
  "file": "Tick-BasedGames"
54
  },
55
+ {
56
+ "name": "Public Information",
57
+ "file": "PublicInformation"
58
+ },
59
+ {
60
+ "name": "Ghosts",
61
+ "file": "Ghosts"
62
+ },
63
  {
64
  "name": "Freedom of Choice",
65
  "file": "FreedomofChoice"
 
68
  "name": "Communication Channels",
69
  "file": "CommunicationChannels"
70
  },
71
+ {
72
+ "name": "Real-Time Games",
73
+ "file": "Real-TimeGames"
74
+ },
75
  {
76
  "name": "Persistent Game Worlds",
77
  "file": "PersistentGameWorlds"
78
+ },
79
+ {
80
+ "name": "Dedicated Game Facilitators",
81
+ "file": "DedicatedGameFacilitators"
82
  }
83
  ],
84
  "pattern_id": "AsynchronousGames",
85
  "playable_concept": "Not available yet",
86
  "metadata": {
87
+ "version": "1.2.2.2",
88
  "date_processed": "2025-04-26",
89
  "source_file": "AsynchronousGames.htm",
90
+ "converter_version": "1.2.2.2"
91
  }
92
  }
AttentionSwapping.json CHANGED
@@ -70,144 +70,144 @@
70
  "label": "8. Actions and Events Patterns",
71
  "pattern_links": [
72
  {
73
- "name": "Area Control",
74
- "file": "AreaControl"
75
- },
76
- {
77
- "name": "Limited Foresight",
78
- "file": "LimitedForesight"
79
  },
80
  {
81
- "name": "Cameras",
82
- "file": "Cameras"
83
  },
84
  {
85
- "name": "Reconnaissance",
86
- "file": "Reconnaissance"
87
  },
88
  {
89
- "name": "Penalties",
90
- "file": "Penalties"
91
  },
92
  {
93
- "name": "Parallel Lives",
94
- "file": "ParallelLives"
95
  },
96
  {
97
- "name": "Interruptible Actions",
98
- "file": "InterruptibleActions"
99
  },
100
  {
101
- "name": "Emotional Immersion",
102
- "file": "EmotionalImmersion"
103
  },
104
  {
105
  "name": "Stimulated Planning",
106
  "file": "StimulatedPlanning"
107
  },
108
  {
109
- "name": "Right Level of Difficulty",
110
- "file": "RightLevelofDifficulty"
111
  },
112
  {
113
- "name": "Cognitive Immersion",
114
- "file": "CognitiveImmersion"
115
  },
116
  {
117
- "name": "Real-Time Games",
118
- "file": "Real-TimeGames"
119
  },
120
  {
121
- "name": "Right Level of Complexity",
122
- "file": "RightLevelofComplexity"
123
  },
124
  {
125
- "name": "Disruption of Focused Attention",
126
- "file": "DisruptionofFocusedAttention"
127
  },
128
  {
129
  "name": "Conflict",
130
  "file": "Conflict"
131
  },
132
  {
133
- "name": "Collaborative Actions",
134
- "file": "CollaborativeActions"
135
  },
136
  {
137
- "name": "Tension",
138
- "file": "Tension"
139
  },
140
  {
141
- "name": "Tradeoffs",
142
- "file": "Tradeoffs"
143
  },
144
  {
145
- "name": "Resource Management",
146
- "file": "ResourceManagement"
147
  },
148
  {
149
- "name": "Combat",
150
- "file": "Combat"
151
  },
152
  {
153
- "name": "Incompatible Goals",
154
- "file": "IncompatibleGoals"
155
  },
156
  {
157
- "name": "The Show Must Go On",
158
- "file": "TheShowMustGoOn"
159
  },
160
  {
161
- "name": "Surprises",
162
- "file": "Surprises"
163
  },
164
  {
165
- "name": "Spatial Immersion",
166
- "file": "SpatialImmersion"
167
  },
168
  {
169
- "name": "God Views",
170
- "file": "GodViews"
171
  },
172
  {
173
  "name": "Rewards",
174
  "file": "Rewards"
175
  },
176
  {
177
- "name": "Enemies",
178
- "file": "Enemies"
179
- },
180
- {
181
- "name": "Units",
182
- "file": "Units"
183
  },
184
  {
185
  "name": "Extended Actions",
186
  "file": "ExtendedActions"
187
  },
188
  {
189
- "name": "Maneuvering",
190
- "file": "Maneuvering"
191
  },
192
  {
193
- "name": "Game State Overview",
194
- "file": "GameStateOverview"
195
  },
196
  {
197
- "name": "Book-Keeping Tokens",
198
- "file": "Book-KeepingTokens"
199
  },
200
  {
201
- "name": "Focus Loci",
202
- "file": "FocusLoci"
 
 
 
 
 
 
 
 
203
  }
204
  ],
205
  "pattern_id": "AttentionSwapping",
206
  "playable_concept": "Not available yet",
207
  "metadata": {
208
- "version": "1.2.2",
209
  "date_processed": "2025-04-26",
210
  "source_file": "AttentionSwapping.htm",
211
- "converter_version": "1.2.2"
212
  }
213
  }
 
70
  "label": "8. Actions and Events Patterns",
71
  "pattern_links": [
72
  {
73
+ "name": "Tension",
74
+ "file": "Tension"
 
 
 
 
75
  },
76
  {
77
+ "name": "Combat",
78
+ "file": "Combat"
79
  },
80
  {
81
+ "name": "Game State Overview",
82
+ "file": "GameStateOverview"
83
  },
84
  {
85
+ "name": "Limited Foresight",
86
+ "file": "LimitedForesight"
87
  },
88
  {
89
+ "name": "Real-Time Games",
90
+ "file": "Real-TimeGames"
91
  },
92
  {
93
+ "name": "Reconnaissance",
94
+ "file": "Reconnaissance"
95
  },
96
  {
97
+ "name": "Cameras",
98
+ "file": "Cameras"
99
  },
100
  {
101
  "name": "Stimulated Planning",
102
  "file": "StimulatedPlanning"
103
  },
104
  {
105
+ "name": "Spatial Immersion",
106
+ "file": "SpatialImmersion"
107
  },
108
  {
109
+ "name": "Disruption of Focused Attention",
110
+ "file": "DisruptionofFocusedAttention"
111
  },
112
  {
113
+ "name": "Maneuvering",
114
+ "file": "Maneuvering"
115
  },
116
  {
117
+ "name": "Interruptible Actions",
118
+ "file": "InterruptibleActions"
119
  },
120
  {
121
+ "name": "Area Control",
122
+ "file": "AreaControl"
123
  },
124
  {
125
  "name": "Conflict",
126
  "file": "Conflict"
127
  },
128
  {
129
+ "name": "Incompatible Goals",
130
+ "file": "IncompatibleGoals"
131
  },
132
  {
133
+ "name": "Emotional Immersion",
134
+ "file": "EmotionalImmersion"
135
  },
136
  {
137
+ "name": "Right Level of Complexity",
138
+ "file": "RightLevelofComplexity"
139
  },
140
  {
141
+ "name": "Focus Loci",
142
+ "file": "FocusLoci"
143
  },
144
  {
145
+ "name": "Book-Keeping Tokens",
146
+ "file": "Book-KeepingTokens"
147
  },
148
  {
149
+ "name": "God Views",
150
+ "file": "GodViews"
151
  },
152
  {
153
+ "name": "Right Level of Difficulty",
154
+ "file": "RightLevelofDifficulty"
155
  },
156
  {
157
+ "name": "Penalties",
158
+ "file": "Penalties"
159
  },
160
  {
161
+ "name": "Enemies",
162
+ "file": "Enemies"
163
  },
164
  {
165
+ "name": "Surprises",
166
+ "file": "Surprises"
167
  },
168
  {
169
  "name": "Rewards",
170
  "file": "Rewards"
171
  },
172
  {
173
+ "name": "The Show Must Go On",
174
+ "file": "TheShowMustGoOn"
 
 
 
 
175
  },
176
  {
177
  "name": "Extended Actions",
178
  "file": "ExtendedActions"
179
  },
180
  {
181
+ "name": "Parallel Lives",
182
+ "file": "ParallelLives"
183
  },
184
  {
185
+ "name": "Collaborative Actions",
186
+ "file": "CollaborativeActions"
187
  },
188
  {
189
+ "name": "Resource Management",
190
+ "file": "ResourceManagement"
191
  },
192
  {
193
+ "name": "Tradeoffs",
194
+ "file": "Tradeoffs"
195
+ },
196
+ {
197
+ "name": "Units",
198
+ "file": "Units"
199
+ },
200
+ {
201
+ "name": "Cognitive Immersion",
202
+ "file": "CognitiveImmersion"
203
  }
204
  ],
205
  "pattern_id": "AttentionSwapping",
206
  "playable_concept": "Not available yet",
207
  "metadata": {
208
+ "version": "1.2.2.2",
209
  "date_processed": "2025-04-26",
210
  "source_file": "AttentionSwapping.htm",
211
+ "converter_version": "1.2.2.2"
212
  }
213
  }
Avatars.json CHANGED
@@ -7,7 +7,7 @@
7
  "[[New Abilities]] or [[Improved Abilities]] given to players can either be given to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game World]] or there is no abstract representation of a [[Character]] behind the [[Avatar]].",
8
  "[[Avatars]] may be used in a layered fashion where the player's [[Avatar]] controls another game element directly. This is presented to the player by replacing the [[Avatar]] with the other game element and providing the actions of the game element to the player. Examples of this are the possessing of other droids in Paradroid and the possibility to enter the driving position in vehicles in Battlefield 1942.",
9
  "The death or destruction of the [[Avatar]] typically signifies the end of the game or the loss of one of the [[Lives]] available for the [[Avatar]]. This makes the [[Survive]] goal an integral part of games using [[Avatars]] in [[Player Killing]]. Other possible options include the loss of [[Privileged Abilities]], [[Score]], or [[Tools]].",
10
- "Many [[Avatars]] are designed to let the players feel a positive empathic link towards the [[Avatar]] to achieve [[Emotional Immersion]]. This can be achieved either through a design so that the [[Avatars]] have a sympathetic personality or appearance, have abilities the players would like to have, or have been mistreated. However, they do not usually have strongly developed personalities, as this can prevent the players from interpreting what they want into the Avatar's actions. Further, if the [[Avatar]] can initiate actions on its own, this lessens the players' [[Freedom of Choice]] and may destroy an [[Illusion of Influence]] as well as [[Emotional Immersion]] directed towards other objects or players in the [[Game World]]. The use of [[Avatars]] in [[Persistent Game Worlds]] is common to create stronger [[Emotional Immersion]] and a sense of [[Ownership.]]"
11
  ],
12
  "consequences": [
13
  "[[Avatars]] are the representations of players' [[Characters]] or are players' [[Focus Loci]] and are therefore an expression of player [[Ownership]]. They are what are created by [[Producers]] when players are [[Spawning]]. They allow [[Improved Abilities]] to be presented to other players within a [[Consistent Reality Logic]] by changing the Avatar's appearance to reflect the current abilities the player has.",
@@ -55,104 +55,104 @@
55
  "label": "5. Game Design Patterns for Game Elements",
56
  "pattern_links": [
57
  {
58
- "name": "First-Person Views",
59
- "file": "First-PersonViews"
 
 
 
 
60
  },
61
  {
62
  "name": "Player Killing",
63
  "file": "PlayerKilling"
64
  },
65
  {
66
- "name": "Characters",
67
- "file": "Characters"
68
  },
69
  {
70
- "name": "Parallel Lives",
71
- "file": "ParallelLives"
72
  },
73
  {
74
- "name": "Roleplaying",
75
- "file": "Roleplaying"
76
  },
77
  {
78
- "name": "Mule",
79
- "file": "Mule"
80
  },
81
  {
82
- "name": "Emotional Immersion",
83
- "file": "EmotionalImmersion"
84
  },
85
  {
86
- "name": "Character Development",
87
- "file": "CharacterDevelopment"
88
  },
89
  {
90
  "name": "Producers",
91
  "file": "Producers"
92
  },
93
  {
94
- "name": "Persistent Game Worlds",
95
- "file": "PersistentGameWorlds"
96
  },
97
  {
98
- "name": "Immersion",
99
- "file": "Immersion"
100
  },
101
  {
102
- "name": "Combat",
103
- "file": "Combat"
104
  },
105
  {
106
- "name": "Survive",
107
- "file": "Survive"
108
  },
109
  {
110
- "name": "Tools",
111
- "file": "Tools"
112
  },
113
  {
114
- "name": "Third-Person Views",
115
- "file": "Third-PersonViews"
116
  },
117
  {
118
- "name": "Consistent Reality Logic",
119
- "file": "ConsistentRealityLogic"
120
  },
121
  {
122
- "name": "Spatial Immersion",
123
- "file": "SpatialImmersion"
124
  },
125
  {
126
  "name": "Privileged Abilities",
127
  "file": "PrivilegedAbilities"
128
  },
129
  {
130
- "name": "God Views",
131
- "file": "GodViews"
132
- },
133
- {
134
- "name": "Enemies",
135
- "file": "Enemies"
136
  },
137
  {
138
- "name": "Units",
139
- "file": "Units"
140
  },
141
  {
142
- "name": "Ownership",
143
- "file": "Ownership"
144
  },
145
  {
146
- "name": "Improved Abilities",
147
- "file": "ImprovedAbilities"
148
  }
149
  ],
150
  "pattern_id": "Avatars",
151
  "playable_concept": "Not available yet",
152
  "metadata": {
153
- "version": "1.2.2",
154
  "date_processed": "2025-04-26",
155
  "source_file": "Avatars.htm",
156
- "converter_version": "1.2.2"
157
  }
158
  }
 
7
  "[[New Abilities]] or [[Improved Abilities]] given to players can either be given to [[Avatars]] or [[Characters]]; the abilities are linked to [[Avatars]] when the abilities are only observable through actions in the [[Game World]] or there is no abstract representation of a [[Character]] behind the [[Avatar]].",
8
  "[[Avatars]] may be used in a layered fashion where the player's [[Avatar]] controls another game element directly. This is presented to the player by replacing the [[Avatar]] with the other game element and providing the actions of the game element to the player. Examples of this are the possessing of other droids in Paradroid and the possibility to enter the driving position in vehicles in Battlefield 1942.",
9
  "The death or destruction of the [[Avatar]] typically signifies the end of the game or the loss of one of the [[Lives]] available for the [[Avatar]]. This makes the [[Survive]] goal an integral part of games using [[Avatars]] in [[Player Killing]]. Other possible options include the loss of [[Privileged Abilities]], [[Score]], or [[Tools]].",
10
+ "Many [[Avatars]] are designed to let the players feel a positive empathic link towards the [[Avatar]] to achieve [[Emotional Immersion]]. This can be achieved either through a design so that the [[Avatars]] have a sympathetic personality or appearance, have abilities the players would like to have, or have been mistreated. However, they do not usually have strongly developed personalities, as this can prevent the players from interpreting what they want into the Avatar's actions. Further, if the [[Avatar]] can initiate actions on its own, this lessens the players' [[Freedom of Choice]] and may destroy an [[Illusion of Influence]] as well as [[Emotional Immersion]] directed towards other objects or players in the [[Game World]]. The use of [[Avatars]] in [[Persistent Game Worlds]] is common to create stronger [[Emotional Immersion]] and a sense of [[Ownership]]."
11
  ],
12
  "consequences": [
13
  "[[Avatars]] are the representations of players' [[Characters]] or are players' [[Focus Loci]] and are therefore an expression of player [[Ownership]]. They are what are created by [[Producers]] when players are [[Spawning]]. They allow [[Improved Abilities]] to be presented to other players within a [[Consistent Reality Logic]] by changing the Avatar's appearance to reflect the current abilities the player has.",
 
55
  "label": "5. Game Design Patterns for Game Elements",
56
  "pattern_links": [
57
  {
58
+ "name": "Combat",
59
+ "file": "Combat"
60
+ },
61
+ {
62
+ "name": "Character Development",
63
+ "file": "CharacterDevelopment"
64
  },
65
  {
66
  "name": "Player Killing",
67
  "file": "PlayerKilling"
68
  },
69
  {
70
+ "name": "Third-Person Views",
71
+ "file": "Third-PersonViews"
72
  },
73
  {
74
+ "name": "Spatial Immersion",
75
+ "file": "SpatialImmersion"
76
  },
77
  {
78
+ "name": "Immersion",
79
+ "file": "Immersion"
80
  },
81
  {
82
+ "name": "Survive",
83
+ "file": "Survive"
84
  },
85
  {
86
+ "name": "Consistent Reality Logic",
87
+ "file": "ConsistentRealityLogic"
88
  },
89
  {
90
+ "name": "Ownership",
91
+ "file": "Ownership"
92
  },
93
  {
94
  "name": "Producers",
95
  "file": "Producers"
96
  },
97
  {
98
+ "name": "Emotional Immersion",
99
+ "file": "EmotionalImmersion"
100
  },
101
  {
102
+ "name": "Improved Abilities",
103
+ "file": "ImprovedAbilities"
104
  },
105
  {
106
+ "name": "Characters",
107
+ "file": "Characters"
108
  },
109
  {
110
+ "name": "God Views",
111
+ "file": "GodViews"
112
  },
113
  {
114
+ "name": "Mule",
115
+ "file": "Mule"
116
  },
117
  {
118
+ "name": "Enemies",
119
+ "file": "Enemies"
120
  },
121
  {
122
+ "name": "Tools",
123
+ "file": "Tools"
124
  },
125
  {
126
+ "name": "Roleplaying",
127
+ "file": "Roleplaying"
128
  },
129
  {
130
  "name": "Privileged Abilities",
131
  "file": "PrivilegedAbilities"
132
  },
133
  {
134
+ "name": "Parallel Lives",
135
+ "file": "ParallelLives"
 
 
 
 
136
  },
137
  {
138
+ "name": "First-Person Views",
139
+ "file": "First-PersonViews"
140
  },
141
  {
142
+ "name": "Persistent Game Worlds",
143
+ "file": "PersistentGameWorlds"
144
  },
145
  {
146
+ "name": "Units",
147
+ "file": "Units"
148
  }
149
  ],
150
  "pattern_id": "Avatars",
151
  "playable_concept": "Not available yet",
152
  "metadata": {
153
+ "version": "1.2.2.2",
154
  "date_processed": "2025-04-26",
155
  "source_file": "Avatars.htm",
156
+ "converter_version": "1.2.2.2"
157
  }
158
  }
BalancingEffects.json CHANGED
@@ -77,172 +77,172 @@
77
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
78
  "pattern_links": [
79
  {
80
- "name": "Pick-Ups",
81
- "file": "Pick-Ups"
82
  },
83
  {
84
- "name": "Uncommitted Alliances",
85
- "file": "UncommittedAlliances"
86
  },
87
  {
88
- "name": "Dedicated Game Facilitators",
89
- "file": "DedicatedGameFacilitators"
90
  },
91
  {
92
- "name": "Ability Losses",
93
- "file": "AbilityLosses"
94
  },
95
  {
96
- "name": "Perceivable Margins",
97
- "file": "PerceivableMargins"
98
  },
99
  {
100
- "name": "King of the Hill",
101
- "file": "KingoftheHill"
102
  },
103
  {
104
- "name": "Player Decided Results",
105
- "file": "PlayerDecidedResults"
106
  },
107
  {
108
- "name": "Budgeted Action Points",
109
- "file": "BudgetedActionPoints"
110
  },
111
  {
112
- "name": "Score",
113
- "file": "Score"
114
  },
115
  {
116
- "name": "Movement Limitations",
117
- "file": "MovementLimitations"
118
  },
119
  {
120
- "name": "Penalties",
121
- "file": "Penalties"
122
  },
123
  {
124
  "name": "Interruptible Actions",
125
  "file": "InterruptibleActions"
126
  },
127
  {
128
- "name": "Right Level of Difficulty",
129
- "file": "RightLevelofDifficulty"
130
- },
131
- {
132
- "name": "Character Development",
133
- "file": "CharacterDevelopment"
134
  },
135
  {
136
- "name": "Dice",
137
- "file": "Dice"
138
  },
139
  {
140
- "name": "Multiplayer Games",
141
- "file": "MultiplayerGames"
142
  },
143
  {
144
- "name": "Smooth Learning Curves",
145
- "file": "SmoothLearningCurves"
146
  },
147
  {
148
- "name": "Team Balance",
149
- "file": "TeamBalance"
150
  },
151
  {
152
- "name": "Player Balance",
153
- "file": "PlayerBalance"
154
  },
155
  {
156
- "name": "Spawning",
157
- "file": "Spawning"
158
  },
159
  {
160
  "name": "Transfer of Control",
161
  "file": "TransferofControl"
162
  },
 
 
 
 
163
  {
164
  "name": "Higher-Level Closures as Gameplay Progresses",
165
  "file": "Higher-LevelClosuresasGameplayProgresses"
166
  },
167
  {
168
- "name": "Turn Taking",
169
- "file": "TurnTaking"
170
  },
171
  {
172
- "name": "Tension",
173
- "file": "Tension"
174
  },
175
  {
176
- "name": "Handicaps",
177
- "file": "Handicaps"
178
  },
179
  {
180
- "name": "Asymmetric Abilities",
181
- "file": "AsymmetricAbilities"
182
  },
183
  {
184
- "name": "Tradeoffs",
185
- "file": "Tradeoffs"
186
  },
187
  {
188
- "name": "Randomness",
189
- "file": "Randomness"
190
  },
191
  {
192
- "name": "Shared Rewards",
193
- "file": "SharedRewards"
194
  },
195
  {
196
- "name": "Player-Decided Distribution of Rewards & Penalties",
197
- "file": "Player-DecidedDistributionofRewards&Penalties"
198
  },
199
  {
200
- "name": "Game Masters",
201
- "file": "GameMasters"
202
  },
203
  {
204
- "name": "Perceived Chance to Succeed",
205
- "file": "PerceivedChancetoSucceed"
206
  },
207
  {
208
- "name": "Illusionary Rewards",
209
- "file": "IllusionaryRewards"
210
  },
211
  {
212
- "name": "Rewards",
213
- "file": "Rewards"
214
  },
215
  {
216
- "name": "Delayed Effects",
217
- "file": "DelayedEffects"
218
  },
219
  {
220
- "name": "Decreased Abilities",
221
- "file": "DecreasedAbilities"
222
  },
223
  {
224
- "name": "Diminishing Returns",
225
- "file": "DiminishingReturns"
226
  },
227
  {
228
- "name": "Extended Actions",
229
- "file": "ExtendedActions"
230
  },
231
  {
232
- "name": "Game State Overview",
233
- "file": "GameStateOverview"
234
  },
235
  {
236
- "name": "Improved Abilities",
237
- "file": "ImprovedAbilities"
238
  }
239
  ],
240
  "pattern_id": "BalancingEffects",
241
  "playable_concept": "Not available yet",
242
  "metadata": {
243
- "version": "1.2.2",
244
  "date_processed": "2025-04-26",
245
  "source_file": "BalancingEffects.htm",
246
- "converter_version": "1.2.2"
247
  }
248
  }
 
77
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
78
  "pattern_links": [
79
  {
80
+ "name": "Turn Taking",
81
+ "file": "TurnTaking"
82
  },
83
  {
84
+ "name": "Player Decided Results",
85
+ "file": "PlayerDecidedResults"
86
  },
87
  {
88
+ "name": "Tension",
89
+ "file": "Tension"
90
  },
91
  {
92
+ "name": "Handicaps",
93
+ "file": "Handicaps"
94
  },
95
  {
96
+ "name": "Delayed Effects",
97
+ "file": "DelayedEffects"
98
  },
99
  {
100
+ "name": "Game State Overview",
101
+ "file": "GameStateOverview"
102
  },
103
  {
104
+ "name": "Decreased Abilities",
105
+ "file": "DecreasedAbilities"
106
  },
107
  {
108
+ "name": "Character Development",
109
+ "file": "CharacterDevelopment"
110
  },
111
  {
112
+ "name": "Dice",
113
+ "file": "Dice"
114
  },
115
  {
116
+ "name": "Smooth Learning Curves",
117
+ "file": "SmoothLearningCurves"
118
  },
119
  {
120
+ "name": "Game Masters",
121
+ "file": "GameMasters"
122
  },
123
  {
124
  "name": "Interruptible Actions",
125
  "file": "InterruptibleActions"
126
  },
127
  {
128
+ "name": "Player-Decided Distribution of Rewards & Penalties",
129
+ "file": "Player-DecidedDistributionofRewards&Penalties"
 
 
 
 
130
  },
131
  {
132
+ "name": "Spawning",
133
+ "file": "Spawning"
134
  },
135
  {
136
+ "name": "Budgeted Action Points",
137
+ "file": "BudgetedActionPoints"
138
  },
139
  {
140
+ "name": "Perceived Chance to Succeed",
141
+ "file": "PerceivedChancetoSucceed"
142
  },
143
  {
144
+ "name": "Movement Limitations",
145
+ "file": "MovementLimitations"
146
  },
147
  {
148
+ "name": "Perceivable Margins",
149
+ "file": "PerceivableMargins"
150
  },
151
  {
152
+ "name": "Improved Abilities",
153
+ "file": "ImprovedAbilities"
154
  },
155
  {
156
  "name": "Transfer of Control",
157
  "file": "TransferofControl"
158
  },
159
+ {
160
+ "name": "Uncommitted Alliances",
161
+ "file": "UncommittedAlliances"
162
+ },
163
  {
164
  "name": "Higher-Level Closures as Gameplay Progresses",
165
  "file": "Higher-LevelClosuresasGameplayProgresses"
166
  },
167
  {
168
+ "name": "Illusionary Rewards",
169
+ "file": "IllusionaryRewards"
170
  },
171
  {
172
+ "name": "Randomness",
173
+ "file": "Randomness"
174
  },
175
  {
176
+ "name": "Team Balance",
177
+ "file": "TeamBalance"
178
  },
179
  {
180
+ "name": "Right Level of Difficulty",
181
+ "file": "RightLevelofDifficulty"
182
  },
183
  {
184
+ "name": "Player Balance",
185
+ "file": "PlayerBalance"
186
  },
187
  {
188
+ "name": "Penalties",
189
+ "file": "Penalties"
190
  },
191
  {
192
+ "name": "Dedicated Game Facilitators",
193
+ "file": "DedicatedGameFacilitators"
194
  },
195
  {
196
+ "name": "Shared Rewards",
197
+ "file": "SharedRewards"
198
  },
199
  {
200
+ "name": "Rewards",
201
+ "file": "Rewards"
202
  },
203
  {
204
+ "name": "King of the Hill",
205
+ "file": "KingoftheHill"
206
  },
207
  {
208
+ "name": "Diminishing Returns",
209
+ "file": "DiminishingReturns"
210
  },
211
  {
212
+ "name": "Multiplayer Games",
213
+ "file": "MultiplayerGames"
214
  },
215
  {
216
+ "name": "Extended Actions",
217
+ "file": "ExtendedActions"
218
  },
219
  {
220
+ "name": "Pick-Ups",
221
+ "file": "Pick-Ups"
222
  },
223
  {
224
+ "name": "Asymmetric Abilities",
225
+ "file": "AsymmetricAbilities"
226
  },
227
  {
228
+ "name": "Score",
229
+ "file": "Score"
230
  },
231
  {
232
+ "name": "Ability Losses",
233
+ "file": "AbilityLosses"
234
  },
235
  {
236
+ "name": "Tradeoffs",
237
+ "file": "Tradeoffs"
238
  }
239
  ],
240
  "pattern_id": "BalancingEffects",
241
  "playable_concept": "Not available yet",
242
  "metadata": {
243
+ "version": "1.2.2.2",
244
  "date_processed": "2025-04-26",
245
  "source_file": "BalancingEffects.htm",
246
+ "converter_version": "1.2.2.2"
247
  }
248
  }
Betrayal.json CHANGED
@@ -62,132 +62,132 @@
62
  "label": "10. Game Design Patterns for Social Interaction",
63
  "pattern_links": [
64
  {
65
- "name": "Role Reversal",
66
- "file": "RoleReversal"
67
  },
68
  {
69
- "name": "Alliances",
70
- "file": "Alliances"
71
  },
72
  {
73
- "name": "Asymmetric Information",
74
- "file": "AsymmetricInformation"
75
  },
76
  {
77
- "name": "Uncommitted Alliances",
78
- "file": "UncommittedAlliances"
79
  },
80
  {
81
- "name": "Narrative Structures",
82
- "file": "NarrativeStructures"
83
  },
84
  {
85
- "name": "Player Decided Results",
86
- "file": "PlayerDecidedResults"
87
  },
88
  {
89
- "name": "Tied Results",
90
- "file": "TiedResults"
91
  },
92
  {
93
- "name": "Social Dilemmas",
94
- "file": "SocialDilemmas"
95
  },
96
  {
97
- "name": "Penalties",
98
- "file": "Penalties"
99
  },
100
  {
101
- "name": "Indirect Information",
102
- "file": "IndirectInformation"
 
 
 
 
103
  },
104
  {
105
  "name": "Emotional Immersion",
106
  "file": "EmotionalImmersion"
107
  },
108
  {
109
- "name": "Mutual Goals",
110
- "file": "MutualGoals"
111
  },
112
  {
113
- "name": "Committed Goals",
114
- "file": "CommittedGoals"
115
  },
116
  {
117
- "name": "Conflict",
118
- "file": "Conflict"
119
  },
120
  {
121
- "name": "Social Interaction",
122
- "file": "SocialInteraction"
123
  },
124
  {
125
- "name": "Collaborative Actions",
126
- "file": "CollaborativeActions"
127
  },
128
  {
129
  "name": "Delayed Reciprocity",
130
  "file": "DelayedReciprocity"
131
  },
132
  {
133
- "name": "Tension",
134
- "file": "Tension"
135
- },
136
- {
137
- "name": "Cooperation",
138
- "file": "Cooperation"
139
  },
140
  {
141
- "name": "Trading",
142
- "file": "Trading"
143
  },
144
  {
145
- "name": "Player-Decided Distribution of Rewards & Penalties",
146
- "file": "Player-DecidedDistributionofRewards&Penalties"
147
  },
148
  {
149
- "name": "Anticipation",
150
- "file": "Anticipation"
151
  },
152
  {
153
  "name": "Surprises",
154
  "file": "Surprises"
155
  },
156
  {
157
- "name": "Leaps of Faith",
158
- "file": "LeapsofFaith"
159
- },
160
- {
161
- "name": "Risk/Reward",
162
- "file": "RiskReward"
163
  },
164
  {
165
  "name": "Negotiation",
166
  "file": "Negotiation"
167
  },
168
  {
169
- "name": "Rewards",
170
- "file": "Rewards"
171
- },
172
- {
173
- "name": "Delayed Effects",
174
- "file": "DelayedEffects"
175
  },
176
  {
177
- "name": "Individual Rewards",
178
- "file": "IndividualRewards"
179
  },
180
  {
181
  "name": "Bluffing",
182
  "file": "Bluffing"
 
 
 
 
 
 
 
 
183
  }
184
  ],
185
  "pattern_id": "Betrayal",
186
  "playable_concept": "Not available yet",
187
  "metadata": {
188
- "version": "1.2.2",
189
  "date_processed": "2025-04-26",
190
  "source_file": "Betrayal.htm",
191
- "converter_version": "1.2.2"
192
  }
193
  }
 
62
  "label": "10. Game Design Patterns for Social Interaction",
63
  "pattern_links": [
64
  {
65
+ "name": "Player Decided Results",
66
+ "file": "PlayerDecidedResults"
67
  },
68
  {
69
+ "name": "Tension",
70
+ "file": "Tension"
71
  },
72
  {
73
+ "name": "Risk/Reward",
74
+ "file": "RiskReward"
75
  },
76
  {
77
+ "name": "Delayed Effects",
78
+ "file": "DelayedEffects"
79
  },
80
  {
81
+ "name": "Committed Goals",
82
+ "file": "CommittedGoals"
83
  },
84
  {
85
+ "name": "Anticipation",
86
+ "file": "Anticipation"
87
  },
88
  {
89
+ "name": "Role Reversal",
90
+ "file": "RoleReversal"
91
  },
92
  {
93
+ "name": "Leaps of Faith",
94
+ "file": "LeapsofFaith"
95
  },
96
  {
97
+ "name": "Player-Decided Distribution of Rewards & Penalties",
98
+ "file": "Player-DecidedDistributionofRewards&Penalties"
99
  },
100
  {
101
+ "name": "Asymmetric Information",
102
+ "file": "AsymmetricInformation"
103
+ },
104
+ {
105
+ "name": "Cooperation",
106
+ "file": "Cooperation"
107
  },
108
  {
109
  "name": "Emotional Immersion",
110
  "file": "EmotionalImmersion"
111
  },
112
  {
113
+ "name": "Individual Rewards",
114
+ "file": "IndividualRewards"
115
  },
116
  {
117
+ "name": "Uncommitted Alliances",
118
+ "file": "UncommittedAlliances"
119
  },
120
  {
121
+ "name": "Mutual Goals",
122
+ "file": "MutualGoals"
123
  },
124
  {
125
+ "name": "Trading",
126
+ "file": "Trading"
127
  },
128
  {
129
+ "name": "Indirect Information",
130
+ "file": "IndirectInformation"
131
  },
132
  {
133
  "name": "Delayed Reciprocity",
134
  "file": "DelayedReciprocity"
135
  },
136
  {
137
+ "name": "Alliances",
138
+ "file": "Alliances"
 
 
 
 
139
  },
140
  {
141
+ "name": "Penalties",
142
+ "file": "Penalties"
143
  },
144
  {
145
+ "name": "Social Interaction",
146
+ "file": "SocialInteraction"
147
  },
148
  {
149
+ "name": "Tied Results",
150
+ "file": "TiedResults"
151
  },
152
  {
153
  "name": "Surprises",
154
  "file": "Surprises"
155
  },
156
  {
157
+ "name": "Rewards",
158
+ "file": "Rewards"
 
 
 
 
159
  },
160
  {
161
  "name": "Negotiation",
162
  "file": "Negotiation"
163
  },
164
  {
165
+ "name": "Narrative Structures",
166
+ "file": "NarrativeStructures"
 
 
 
 
167
  },
168
  {
169
+ "name": "Collaborative Actions",
170
+ "file": "CollaborativeActions"
171
  },
172
  {
173
  "name": "Bluffing",
174
  "file": "Bluffing"
175
+ },
176
+ {
177
+ "name": "Social Dilemmas",
178
+ "file": "SocialDilemmas"
179
+ },
180
+ {
181
+ "name": "Conflict",
182
+ "file": "Conflict"
183
  }
184
  ],
185
  "pattern_id": "Betrayal",
186
  "playable_concept": "Not available yet",
187
  "metadata": {
188
+ "version": "1.2.2.2",
189
  "date_processed": "2025-04-26",
190
  "source_file": "Betrayal.htm",
191
+ "converter_version": "1.2.2.2"
192
  }
193
  }
Betting.json CHANGED
@@ -64,112 +64,104 @@
64
  "label": "8. Actions and Events Patterns",
65
  "pattern_links": [
66
  {
67
- "name": "Predictable Consequences",
68
- "file": "PredictableConsequences"
69
  },
70
  {
71
- "name": "Gain Ownership",
72
- "file": "GainOwnership"
73
  },
74
  {
75
- "name": "Dedicated Game Facilitators",
76
- "file": "DedicatedGameFacilitators"
77
  },
78
  {
79
  "name": "Game Mastery",
80
  "file": "GameMastery"
81
  },
82
  {
83
- "name": "Emotional Immersion",
84
- "file": "EmotionalImmersion"
85
- },
86
- {
87
- "name": "Bidding",
88
- "file": "Bidding"
89
- },
90
- {
91
- "name": "Imperfect Information",
92
- "file": "ImperfectInformation"
93
  },
94
  {
95
- "name": "Resources",
96
- "file": "Resources"
97
  },
98
  {
99
- "name": "Hovering Closures",
100
- "file": "HoveringClosures"
101
  },
102
  {
103
- "name": "Conflict",
104
- "file": "Conflict"
105
  },
106
  {
107
- "name": "Transfer of Control",
108
- "file": "TransferofControl"
109
  },
110
  {
111
- "name": "Tension",
112
- "file": "Tension"
113
  },
114
  {
115
- "name": "Meta Games",
116
- "file": "MetaGames"
117
  },
118
  {
119
- "name": "Randomness",
120
- "file": "Randomness"
121
  },
122
  {
123
- "name": "Resource Management",
124
- "file": "ResourceManagement"
125
  },
126
  {
127
- "name": "Luck",
128
- "file": "Luck"
129
  },
130
  {
131
- "name": "Anticipation",
132
- "file": "Anticipation"
133
  },
134
  {
135
  "name": "Investments",
136
  "file": "Investments"
137
  },
138
  {
139
- "name": "Quick Games",
140
- "file": "QuickGames"
141
  },
142
  {
143
  "name": "Strategic Knowledge",
144
  "file": "StrategicKnowledge"
145
  },
146
  {
147
- "name": "Extra-Game Consequences",
148
- "file": "Extra-GameConsequences"
149
  },
150
  {
151
- "name": "Risk/Reward",
152
- "file": "RiskReward"
153
  },
154
  {
155
- "name": "Rewards",
156
- "file": "Rewards"
157
  },
158
  {
159
- "name": "Delayed Effects",
160
- "file": "DelayedEffects"
161
  },
162
  {
163
- "name": "Closed Economies",
164
- "file": "ClosedEconomies"
165
  },
166
  {
167
- "name": "Player Defined Goals",
168
- "file": "PlayerDefinedGoals"
169
  },
170
  {
171
- "name": "Tournaments",
172
- "file": "Tournaments"
173
  },
174
  {
175
  "name": "Self-Facilitated Games",
@@ -180,16 +172,24 @@
180
  "file": "Bluffing"
181
  },
182
  {
183
- "name": "Ownership",
184
- "file": "Ownership"
 
 
 
 
 
 
 
 
185
  }
186
  ],
187
  "pattern_id": "Betting",
188
  "playable_concept": "Not available yet",
189
  "metadata": {
190
- "version": "1.2.2",
191
  "date_processed": "2025-04-26",
192
  "source_file": "Betting.htm",
193
- "converter_version": "1.2.2"
194
  }
195
  }
 
64
  "label": "8. Actions and Events Patterns",
65
  "pattern_links": [
66
  {
67
+ "name": "Tension",
68
+ "file": "Tension"
69
  },
70
  {
71
+ "name": "Risk/Reward",
72
+ "file": "RiskReward"
73
  },
74
  {
75
+ "name": "Imperfect Information",
76
+ "file": "ImperfectInformation"
77
  },
78
  {
79
  "name": "Game Mastery",
80
  "file": "GameMastery"
81
  },
82
  {
83
+ "name": "Delayed Effects",
84
+ "file": "DelayedEffects"
 
 
 
 
 
 
 
 
85
  },
86
  {
87
+ "name": "Anticipation",
88
+ "file": "Anticipation"
89
  },
90
  {
91
+ "name": "Meta Games",
92
+ "file": "MetaGames"
93
  },
94
  {
95
+ "name": "Ownership",
96
+ "file": "Ownership"
97
  },
98
  {
99
+ "name": "Predictable Consequences",
100
+ "file": "PredictableConsequences"
101
  },
102
  {
103
+ "name": "Hovering Closures",
104
+ "file": "HoveringClosures"
105
  },
106
  {
107
+ "name": "Bidding",
108
+ "file": "Bidding"
109
  },
110
  {
111
+ "name": "Player Defined Goals",
112
+ "file": "PlayerDefinedGoals"
113
  },
114
  {
115
+ "name": "Extra-Game Consequences",
116
+ "file": "Extra-GameConsequences"
117
  },
118
  {
119
+ "name": "Quick Games",
120
+ "file": "QuickGames"
121
  },
122
  {
123
+ "name": "Emotional Immersion",
124
+ "file": "EmotionalImmersion"
125
  },
126
  {
127
  "name": "Investments",
128
  "file": "Investments"
129
  },
130
  {
131
+ "name": "Transfer of Control",
132
+ "file": "TransferofControl"
133
  },
134
  {
135
  "name": "Strategic Knowledge",
136
  "file": "StrategicKnowledge"
137
  },
138
  {
139
+ "name": "Tournaments",
140
+ "file": "Tournaments"
141
  },
142
  {
143
+ "name": "Randomness",
144
+ "file": "Randomness"
145
  },
146
  {
147
+ "name": "Dedicated Game Facilitators",
148
+ "file": "DedicatedGameFacilitators"
149
  },
150
  {
151
+ "name": "Gain Ownership",
152
+ "file": "GainOwnership"
153
  },
154
  {
155
+ "name": "Luck",
156
+ "file": "Luck"
157
  },
158
  {
159
+ "name": "Rewards",
160
+ "file": "Rewards"
161
  },
162
  {
163
+ "name": "Closed Economies",
164
+ "file": "ClosedEconomies"
165
  },
166
  {
167
  "name": "Self-Facilitated Games",
 
172
  "file": "Bluffing"
173
  },
174
  {
175
+ "name": "Resource Management",
176
+ "file": "ResourceManagement"
177
+ },
178
+ {
179
+ "name": "Conflict",
180
+ "file": "Conflict"
181
+ },
182
+ {
183
+ "name": "Resources",
184
+ "file": "Resources"
185
  }
186
  ],
187
  "pattern_id": "Betting",
188
  "playable_concept": "Not available yet",
189
  "metadata": {
190
+ "version": "1.2.2.2",
191
  "date_processed": "2025-04-26",
192
  "source_file": "Betting.htm",
193
+ "converter_version": "1.2.2.2"
194
  }
195
  }
Bidding.json CHANGED
@@ -9,7 +9,7 @@
9
  "[[Bidding]] consists of two separate mechanisms: how the [[Bidding]] is conducted and how the outcome is determined. The mechanisms for conducting the [[Bidding]] can be separated into two categories, open and closed, based on the information available for the participants. Open [[Bidding]] means that the players have [[Symmetric Information]] about the amount of [[Resources]] the other players have used in the bid, whereas closed [[Bidding]] uses [[Asymmetric Information]]. It is also possible to use a hybrid system, where the size of the pot is known to all the players but the amount bid by individual players is not known.",
10
  "The necessary decision for [[Bidding]] is to determine what mechanisms govern the order, if any, of the players doing the [[Bidding]] and if there is [[Negotiation]] between the players. The most common way, at least in card and board games, is that players place their bids in a predetermined sequence of [[Turn Taking]]: a round. Some games using this method also allow a player to pass the round, if need be, and in this case, the player can be out of the [[Bidding]] instance through [[Player Elimination]], as is the case in Poker, or still be able to participate in later phases. One [[Bidding]] instance can have several rounds, as again is the case in Poker, or there is a predetermined number of rounds, usually just one. [[Bidding]] instances with several rounds and some methods of [[Social Interaction]] between the players can often lead to [[Bluffing]]. If the [[Bidding]] does not have a predetermined number of rounds, there has to be some other form of end condition for the [[Bidding]] instance. Usually the end condition is that all players participating in the [[Bidding]] decide to end the [[Bidding]] round.",
11
  "Another way of conducting the [[Bidding]] is not to have a specified order for the players but allow them to place the bids in any order. A common way to achieve this is to have just one [[Bidding]] round where players secretly placing their bids, and the bids are revealed as soon as all players have done their bids. In cases where there is a [[Dedicated Game Facilitator]], such as a computer program, it is also possible to have more complex versions of this kind of simultaneous [[Bidding]], where the players can also change their bids before the end of the [[Bidding]] instance. Usually this involves some kind of [[Asymmetric Information]] about the amount players bid or about the whole bid.",
12
- "The next phase, how the outcome of the [[Bidding]] is determined, has two variants: that the pot is the reward and who wins it is determined in another way, or that the reward is specified outside the [[Bidding]] and the bid is used to determine the outcome. Poker and other [[Betting]] games are examples of the first variant: the whole bid is the reward and the value of the cards is used to determine who gets the [[Reward]]. Examples of the second variant are games using voting or auctions, as in both these cases the [[Reward]] itself is outside the bid. The first category assumes that the player bids are consumed or transferred after the determination of the outcome. This is not (necessarily) the case in the second category as, for example, in an auction, only the players getting the [[Reward]] lose their bids. [[Bidding]], especially in the form of voting, is often used in [[Player Decided Results.]]",
13
  "There are two special cases of [[Bidding]]: auction and voting. Both auction and voting have characteristics where the game state the players are bidding on is actually the same as the [[Reward]]. In the case of the auction, the [[Reward]] is given to the player who has placed the highest bid, and in the case of voting, the majority of votes decide how the game state should change."
14
  ],
15
  "consequences": [
@@ -53,6 +53,14 @@
53
  ],
54
  "label": "10. Game Design Patterns for Social Interaction",
55
  "pattern_links": [
 
 
 
 
 
 
 
 
56
  {
57
  "name": "Area Control",
58
  "file": "AreaControl"
@@ -62,84 +70,76 @@
62
  "file": "AsymmetricInformation"
63
  },
64
  {
65
- "name": "Gain Ownership",
66
- "file": "GainOwnership"
67
  },
68
  {
69
- "name": "Betting",
70
- "file": "Betting"
71
  },
72
  {
73
- "name": "Resources",
74
- "file": "Resources"
75
  },
76
  {
77
- "name": "Collaborative Actions",
78
- "file": "CollaborativeActions"
79
  },
80
  {
81
  "name": "Direct Information",
82
  "file": "DirectInformation"
83
  },
84
  {
85
- "name": "Turn Taking",
86
- "file": "TurnTaking"
87
- },
88
- {
89
- "name": "Transfer of Control",
90
- "file": "TransferofControl"
91
  },
92
  {
93
- "name": "Tradeoffs",
94
- "file": "Tradeoffs"
95
  },
96
  {
97
- "name": "Cooperation",
98
- "file": "Cooperation"
99
  },
100
  {
101
- "name": "Eliminate",
102
- "file": "Eliminate"
103
  },
104
  {
105
  "name": "Competition",
106
  "file": "Competition"
107
  },
108
  {
109
- "name": "Symmetric Information",
110
- "file": "SymmetricInformation"
111
- },
112
- {
113
- "name": "Converters",
114
- "file": "Converters"
115
- },
116
- {
117
- "name": "Negotiation",
118
- "file": "Negotiation"
119
  },
120
  {
121
- "name": "Rewards",
122
- "file": "Rewards"
123
  },
124
  {
125
  "name": "Player Elimination",
126
  "file": "PlayerElimination"
127
  },
128
  {
129
- "name": "Player Defined Goals",
130
- "file": "PlayerDefinedGoals"
131
  },
132
  {
133
- "name": "Bluffing",
134
- "file": "Bluffing"
 
 
 
 
135
  }
136
  ],
137
  "pattern_id": "Bidding",
138
  "playable_concept": "Not available yet",
139
  "metadata": {
140
- "version": "1.2.2",
141
  "date_processed": "2025-04-26",
142
  "source_file": "Bidding.htm",
143
- "converter_version": "1.2.2"
144
  }
145
  }
 
9
  "[[Bidding]] consists of two separate mechanisms: how the [[Bidding]] is conducted and how the outcome is determined. The mechanisms for conducting the [[Bidding]] can be separated into two categories, open and closed, based on the information available for the participants. Open [[Bidding]] means that the players have [[Symmetric Information]] about the amount of [[Resources]] the other players have used in the bid, whereas closed [[Bidding]] uses [[Asymmetric Information]]. It is also possible to use a hybrid system, where the size of the pot is known to all the players but the amount bid by individual players is not known.",
10
  "The necessary decision for [[Bidding]] is to determine what mechanisms govern the order, if any, of the players doing the [[Bidding]] and if there is [[Negotiation]] between the players. The most common way, at least in card and board games, is that players place their bids in a predetermined sequence of [[Turn Taking]]: a round. Some games using this method also allow a player to pass the round, if need be, and in this case, the player can be out of the [[Bidding]] instance through [[Player Elimination]], as is the case in Poker, or still be able to participate in later phases. One [[Bidding]] instance can have several rounds, as again is the case in Poker, or there is a predetermined number of rounds, usually just one. [[Bidding]] instances with several rounds and some methods of [[Social Interaction]] between the players can often lead to [[Bluffing]]. If the [[Bidding]] does not have a predetermined number of rounds, there has to be some other form of end condition for the [[Bidding]] instance. Usually the end condition is that all players participating in the [[Bidding]] decide to end the [[Bidding]] round.",
11
  "Another way of conducting the [[Bidding]] is not to have a specified order for the players but allow them to place the bids in any order. A common way to achieve this is to have just one [[Bidding]] round where players secretly placing their bids, and the bids are revealed as soon as all players have done their bids. In cases where there is a [[Dedicated Game Facilitator]], such as a computer program, it is also possible to have more complex versions of this kind of simultaneous [[Bidding]], where the players can also change their bids before the end of the [[Bidding]] instance. Usually this involves some kind of [[Asymmetric Information]] about the amount players bid or about the whole bid.",
12
+ "The next phase, how the outcome of the [[Bidding]] is determined, has two variants: that the pot is the reward and who wins it is determined in another way, or that the reward is specified outside the [[Bidding]] and the bid is used to determine the outcome. Poker and other [[Betting]] games are examples of the first variant: the whole bid is the reward and the value of the cards is used to determine who gets the [[Reward]]. Examples of the second variant are games using voting or auctions, as in both these cases the [[Reward]] itself is outside the bid. The first category assumes that the player bids are consumed or transferred after the determination of the outcome. This is not (necessarily) the case in the second category as, for example, in an auction, only the players getting the [[Reward]] lose their bids. [[Bidding]], especially in the form of voting, is often used in [[Player Decided Results]].",
13
  "There are two special cases of [[Bidding]]: auction and voting. Both auction and voting have characteristics where the game state the players are bidding on is actually the same as the [[Reward]]. In the case of the auction, the [[Reward]] is given to the player who has placed the highest bid, and in the case of voting, the majority of votes decide how the game state should change."
14
  ],
15
  "consequences": [
 
53
  ],
54
  "label": "10. Game Design Patterns for Social Interaction",
55
  "pattern_links": [
56
+ {
57
+ "name": "Converters",
58
+ "file": "Converters"
59
+ },
60
+ {
61
+ "name": "Turn Taking",
62
+ "file": "TurnTaking"
63
+ },
64
  {
65
  "name": "Area Control",
66
  "file": "AreaControl"
 
70
  "file": "AsymmetricInformation"
71
  },
72
  {
73
+ "name": "Player Defined Goals",
74
+ "file": "PlayerDefinedGoals"
75
  },
76
  {
77
+ "name": "Cooperation",
78
+ "file": "Cooperation"
79
  },
80
  {
81
+ "name": "Eliminate",
82
+ "file": "Eliminate"
83
  },
84
  {
85
+ "name": "Transfer of Control",
86
+ "file": "TransferofControl"
87
  },
88
  {
89
  "name": "Direct Information",
90
  "file": "DirectInformation"
91
  },
92
  {
93
+ "name": "Betting",
94
+ "file": "Betting"
 
 
 
 
95
  },
96
  {
97
+ "name": "Gain Ownership",
98
+ "file": "GainOwnership"
99
  },
100
  {
101
+ "name": "Rewards",
102
+ "file": "Rewards"
103
  },
104
  {
105
+ "name": "Negotiation",
106
+ "file": "Negotiation"
107
  },
108
  {
109
  "name": "Competition",
110
  "file": "Competition"
111
  },
112
  {
113
+ "name": "Collaborative Actions",
114
+ "file": "CollaborativeActions"
 
 
 
 
 
 
 
 
115
  },
116
  {
117
+ "name": "Bluffing",
118
+ "file": "Bluffing"
119
  },
120
  {
121
  "name": "Player Elimination",
122
  "file": "PlayerElimination"
123
  },
124
  {
125
+ "name": "Tradeoffs",
126
+ "file": "Tradeoffs"
127
  },
128
  {
129
+ "name": "Resources",
130
+ "file": "Resources"
131
+ },
132
+ {
133
+ "name": "Symmetric Information",
134
+ "file": "SymmetricInformation"
135
  }
136
  ],
137
  "pattern_id": "Bidding",
138
  "playable_concept": "Not available yet",
139
  "metadata": {
140
+ "version": "1.2.2.2",
141
  "date_processed": "2025-04-26",
142
  "source_file": "Bidding.htm",
143
+ "converter_version": "1.2.2.2"
144
  }
145
  }
Bluffing.json CHANGED
@@ -9,7 +9,7 @@
9
  "[[Bluffing]] is possible in almost all cases of [[Negotiation]] and can be used to avoid situations where [[Randomness]] would normally let players feel [[Luck]], since [[Bluffing]] can add a level of social skill even on totally random situations. Common examples where [[Bluffing]] is usually possible include [[Trading]], [[Betting]], and [[Bidding]]. An explicit type of game element that can be used for [[Bluffing]] is [[Alarms]] when these can be activated by players' actions."
10
  ],
11
  "consequences": [
12
- "The possibility of [[Bluffing]] in games creates uncertainty about results and thereby [[Tension,]] especially for a [[Bluffing]] player. [[Bluffing]] modulates [[Social Interaction]] between players, and players bluffing must be able to control their [[Emotional Immersion]], especially if the game is played in a face-to-face situation. Even though a face-to-face situation is beneficial for this type of game, it is not a requirement. As long as the possibilities and channels for [[Negotiation]] exist, there is a possibility for [[Bluffing]]. [[Bluffing]] in most cases leads to at least a possibility of [[Betrayal]]."
13
  ],
14
  "relations": {
15
  "Instantiates": [
@@ -51,68 +51,68 @@
51
  "file": "EmotionalImmersion"
52
  },
53
  {
54
- "name": "Risk/Reward",
55
- "file": "RiskReward"
56
- },
57
- {
58
- "name": "Asymmetric Information",
59
- "file": "AsymmetricInformation"
60
  },
61
  {
62
- "name": "Negotiation",
63
- "file": "Negotiation"
64
  },
65
  {
66
- "name": "Bidding",
67
- "file": "Bidding"
68
  },
69
  {
70
  "name": "Trading",
71
  "file": "Trading"
72
  },
 
 
 
 
73
  {
74
  "name": "Betrayal",
75
  "file": "Betrayal"
76
  },
77
  {
78
- "name": "Betting",
79
- "file": "Betting"
80
  },
81
  {
82
- "name": "Luck",
83
- "file": "Luck"
84
  },
85
  {
86
- "name": "Symmetric Information",
87
- "file": "SymmetricInformation"
88
  },
89
  {
90
- "name": "Social Interaction",
91
- "file": "SocialInteraction"
92
  },
93
  {
94
- "name": "Direct Information",
95
- "file": "DirectInformation"
96
  },
97
  {
98
- "name": "Tension",
99
- "file": "Tension"
100
  },
101
  {
102
- "name": "Indirect Information",
103
- "file": "IndirectInformation"
104
  },
105
  {
106
- "name": "Alarms",
107
- "file": "Alarms"
108
  }
109
  ],
110
  "pattern_id": "Bluffing",
111
  "playable_concept": "Not available yet",
112
  "metadata": {
113
- "version": "1.2.2",
114
  "date_processed": "2025-04-26",
115
  "source_file": "Bluffing.htm",
116
- "converter_version": "1.2.2"
117
  }
118
  }
 
9
  "[[Bluffing]] is possible in almost all cases of [[Negotiation]] and can be used to avoid situations where [[Randomness]] would normally let players feel [[Luck]], since [[Bluffing]] can add a level of social skill even on totally random situations. Common examples where [[Bluffing]] is usually possible include [[Trading]], [[Betting]], and [[Bidding]]. An explicit type of game element that can be used for [[Bluffing]] is [[Alarms]] when these can be activated by players' actions."
10
  ],
11
  "consequences": [
12
+ "The possibility of [[Bluffing]] in games creates uncertainty about results and thereby [[Tension]], especially for a [[Bluffing]] player. [[Bluffing]] modulates [[Social Interaction]] between players, and players bluffing must be able to control their [[Emotional Immersion]], especially if the game is played in a face-to-face situation. Even though a face-to-face situation is beneficial for this type of game, it is not a requirement. As long as the possibilities and channels for [[Negotiation]] exist, there is a possibility for [[Bluffing]]. [[Bluffing]] in most cases leads to at least a possibility of [[Betrayal]]."
13
  ],
14
  "relations": {
15
  "Instantiates": [
 
51
  "file": "EmotionalImmersion"
52
  },
53
  {
54
+ "name": "Luck",
55
+ "file": "Luck"
 
 
 
 
56
  },
57
  {
58
+ "name": "Alarms",
59
+ "file": "Alarms"
60
  },
61
  {
62
+ "name": "Tension",
63
+ "file": "Tension"
64
  },
65
  {
66
  "name": "Trading",
67
  "file": "Trading"
68
  },
69
+ {
70
+ "name": "Risk/Reward",
71
+ "file": "RiskReward"
72
+ },
73
  {
74
  "name": "Betrayal",
75
  "file": "Betrayal"
76
  },
77
  {
78
+ "name": "Indirect Information",
79
+ "file": "IndirectInformation"
80
  },
81
  {
82
+ "name": "Negotiation",
83
+ "file": "Negotiation"
84
  },
85
  {
86
+ "name": "Direct Information",
87
+ "file": "DirectInformation"
88
  },
89
  {
90
+ "name": "Betting",
91
+ "file": "Betting"
92
  },
93
  {
94
+ "name": "Bidding",
95
+ "file": "Bidding"
96
  },
97
  {
98
+ "name": "Asymmetric Information",
99
+ "file": "AsymmetricInformation"
100
  },
101
  {
102
+ "name": "Social Interaction",
103
+ "file": "SocialInteraction"
104
  },
105
  {
106
+ "name": "Symmetric Information",
107
+ "file": "SymmetricInformation"
108
  }
109
  ],
110
  "pattern_id": "Bluffing",
111
  "playable_concept": "Not available yet",
112
  "metadata": {
113
+ "version": "1.2.2.2",
114
  "date_processed": "2025-04-26",
115
  "source_file": "Bluffing.htm",
116
+ "converter_version": "1.2.2.2"
117
  }
118
  }
Book-KeepingTokens.json CHANGED
@@ -38,21 +38,29 @@
38
  ],
39
  "label": "5. Game Design Patterns for Game Elements",
40
  "pattern_links": [
 
 
 
 
 
 
 
 
41
  {
42
  "name": "Public Information",
43
  "file": "PublicInformation"
44
  },
45
  {
46
- "name": "Stimulated Planning",
47
- "file": "StimulatedPlanning"
48
  },
49
  {
50
- "name": "Resource Management",
51
- "file": "ResourceManagement"
52
  },
53
  {
54
- "name": "Cognitive Immersion",
55
- "file": "CognitiveImmersion"
56
  },
57
  {
58
  "name": "Imperfect Information",
@@ -63,36 +71,28 @@
63
  "file": "GameStateOverview"
64
  },
65
  {
66
- "name": "Attention Swapping",
67
- "file": "AttentionSwapping"
68
- },
69
- {
70
- "name": "Memorizing",
71
- "file": "Memorizing"
72
- },
73
- {
74
- "name": "Focus Loci",
75
- "file": "FocusLoci"
76
  },
77
  {
78
- "name": "Extra-Game Actions",
79
- "file": "Extra-GameActions"
80
  },
81
  {
82
- "name": "Immersion",
83
- "file": "Immersion"
84
  },
85
  {
86
- "name": "Cards",
87
- "file": "Cards"
88
  }
89
  ],
90
  "pattern_id": "Book-KeepingTokens",
91
  "playable_concept": "Not available yet",
92
  "metadata": {
93
- "version": "1.2.2",
94
  "date_processed": "2025-04-26",
95
  "source_file": "Book-KeepingTokens.htm",
96
- "converter_version": "1.2.2"
97
  }
98
  }
 
38
  ],
39
  "label": "5. Game Design Patterns for Game Elements",
40
  "pattern_links": [
41
+ {
42
+ "name": "Memorizing",
43
+ "file": "Memorizing"
44
+ },
45
+ {
46
+ "name": "Extra-Game Actions",
47
+ "file": "Extra-GameActions"
48
+ },
49
  {
50
  "name": "Public Information",
51
  "file": "PublicInformation"
52
  },
53
  {
54
+ "name": "Focus Loci",
55
+ "file": "FocusLoci"
56
  },
57
  {
58
+ "name": "Immersion",
59
+ "file": "Immersion"
60
  },
61
  {
62
+ "name": "Cards",
63
+ "file": "Cards"
64
  },
65
  {
66
  "name": "Imperfect Information",
 
71
  "file": "GameStateOverview"
72
  },
73
  {
74
+ "name": "Stimulated Planning",
75
+ "file": "StimulatedPlanning"
 
 
 
 
 
 
 
 
76
  },
77
  {
78
+ "name": "Attention Swapping",
79
+ "file": "AttentionSwapping"
80
  },
81
  {
82
+ "name": "Resource Management",
83
+ "file": "ResourceManagement"
84
  },
85
  {
86
+ "name": "Cognitive Immersion",
87
+ "file": "CognitiveImmersion"
88
  }
89
  ],
90
  "pattern_id": "Book-KeepingTokens",
91
  "playable_concept": "Not available yet",
92
  "metadata": {
93
+ "version": "1.2.2.2",
94
  "date_processed": "2025-04-26",
95
  "source_file": "Book-KeepingTokens.htm",
96
+ "converter_version": "1.2.2.2"
97
  }
98
  }
BossMonsters.json CHANGED
@@ -35,12 +35,16 @@
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
37
  {
38
- "name": "Rescue",
39
- "file": "Rescue"
40
  },
41
  {
42
- "name": "Eliminate",
43
- "file": "Eliminate"
 
 
 
 
44
  },
45
  {
46
  "name": "Levels",
@@ -51,24 +55,20 @@
51
  "file": "Achilles'Heels"
52
  },
53
  {
54
- "name": "Higher-Level Closures as Gameplay Progresses",
55
- "file": "Higher-LevelClosuresasGameplayProgresses"
56
- },
57
- {
58
- "name": "Tension",
59
- "file": "Tension"
60
  },
61
  {
62
- "name": "Overcome",
63
- "file": "Overcome"
64
  }
65
  ],
66
  "pattern_id": "BossMonsters",
67
  "playable_concept": "Not available yet",
68
  "metadata": {
69
- "version": "1.2.2",
70
  "date_processed": "2025-04-26",
71
  "source_file": "BossMonsters.htm",
72
- "converter_version": "1.2.2"
73
  }
74
  }
 
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
37
  {
38
+ "name": "Tension",
39
+ "file": "Tension"
40
  },
41
  {
42
+ "name": "Higher-Level Closures as Gameplay Progresses",
43
+ "file": "Higher-LevelClosuresasGameplayProgresses"
44
+ },
45
+ {
46
+ "name": "Overcome",
47
+ "file": "Overcome"
48
  },
49
  {
50
  "name": "Levels",
 
55
  "file": "Achilles'Heels"
56
  },
57
  {
58
+ "name": "Rescue",
59
+ "file": "Rescue"
 
 
 
 
60
  },
61
  {
62
+ "name": "Eliminate",
63
+ "file": "Eliminate"
64
  }
65
  ],
66
  "pattern_id": "BossMonsters",
67
  "playable_concept": "Not available yet",
68
  "metadata": {
69
+ "version": "1.2.2.2",
70
  "date_processed": "2025-04-26",
71
  "source_file": "BossMonsters.htm",
72
+ "converter_version": "1.2.2.2"
73
  }
74
  }
BudgetedActionPoints.json CHANGED
@@ -54,73 +54,69 @@
54
  "label": "8. Actions and Events Patterns",
55
  "pattern_links": [
56
  {
57
- "name": "Varied Gameplay",
58
- "file": "VariedGameplay"
59
  },
60
  {
61
- "name": "Balancing Effects",
62
- "file": "BalancingEffects"
63
  },
64
  {
65
- "name": "Characters",
66
- "file": "Characters"
67
  },
68
  {
69
- "name": "Tick-Based Games",
70
- "file": "Tick-BasedGames"
71
  },
72
  {
73
  "name": "Movement Limitations",
74
  "file": "MovementLimitations"
75
  },
76
  {
77
- "name": "Renewable Resources",
78
- "file": "RenewableResources"
79
- },
80
- {
81
- "name": "Limited Resources",
82
- "file": "LimitedResources"
83
- },
84
- {
85
- "name": "Cognitive Immersion",
86
- "file": "CognitiveImmersion"
87
  },
88
  {
89
- "name": "Real-Time Games",
90
- "file": "Real-TimeGames"
91
  },
92
  {
93
- "name": "Resources",
94
- "file": "Resources"
95
  },
96
  {
97
  "name": "New Abilities",
98
  "file": "NewAbilities"
99
  },
100
  {
101
- "name": "Tradeoffs",
102
- "file": "Tradeoffs"
103
  },
104
  {
105
- "name": "Turn-Based Games",
106
- "file": "Turn-BasedGames"
107
  },
108
  {
109
- "name": "Combat",
110
- "file": "Combat"
111
  },
112
  {
113
- "name": "Analysis Paralysis",
114
- "file": "AnalysisParalysis"
115
  },
116
  {
117
- "name": "Investments",
118
- "file": "Investments"
119
  },
120
  {
121
  "name": "Skills",
122
  "file": "Skills"
123
  },
 
 
 
 
124
  {
125
  "name": "Privileged Abilities",
126
  "file": "PrivilegedAbilities"
@@ -130,20 +126,24 @@
130
  "file": "StatusIndicators"
131
  },
132
  {
133
- "name": "Freedom of Choice",
134
- "file": "FreedomofChoice"
135
  },
136
  {
137
- "name": "Movement",
138
- "file": "Movement"
 
 
 
 
139
  }
140
  ],
141
  "pattern_id": "BudgetedActionPoints",
142
  "playable_concept": "Not available yet",
143
  "metadata": {
144
- "version": "1.2.2",
145
  "date_processed": "2025-04-26",
146
  "source_file": "BudgetedActionPoints.htm",
147
- "converter_version": "1.2.2"
148
  }
149
  }
 
54
  "label": "8. Actions and Events Patterns",
55
  "pattern_links": [
56
  {
57
+ "name": "Analysis Paralysis",
58
+ "file": "AnalysisParalysis"
59
  },
60
  {
61
+ "name": "Freedom of Choice",
62
+ "file": "FreedomofChoice"
63
  },
64
  {
65
+ "name": "Combat",
66
+ "file": "Combat"
67
  },
68
  {
69
+ "name": "Real-Time Games",
70
+ "file": "Real-TimeGames"
71
  },
72
  {
73
  "name": "Movement Limitations",
74
  "file": "MovementLimitations"
75
  },
76
  {
77
+ "name": "Investments",
78
+ "file": "Investments"
 
 
 
 
 
 
 
 
79
  },
80
  {
81
+ "name": "Tick-Based Games",
82
+ "file": "Tick-BasedGames"
83
  },
84
  {
85
+ "name": "Characters",
86
+ "file": "Characters"
87
  },
88
  {
89
  "name": "New Abilities",
90
  "file": "NewAbilities"
91
  },
92
  {
93
+ "name": "Movement",
94
+ "file": "Movement"
95
  },
96
  {
97
+ "name": "Renewable Resources",
98
+ "file": "RenewableResources"
99
  },
100
  {
101
+ "name": "Limited Resources",
102
+ "file": "LimitedResources"
103
  },
104
  {
105
+ "name": "Balancing Effects",
106
+ "file": "BalancingEffects"
107
  },
108
  {
109
+ "name": "Varied Gameplay",
110
+ "file": "VariedGameplay"
111
  },
112
  {
113
  "name": "Skills",
114
  "file": "Skills"
115
  },
116
+ {
117
+ "name": "Turn-Based Games",
118
+ "file": "Turn-BasedGames"
119
+ },
120
  {
121
  "name": "Privileged Abilities",
122
  "file": "PrivilegedAbilities"
 
126
  "file": "StatusIndicators"
127
  },
128
  {
129
+ "name": "Tradeoffs",
130
+ "file": "Tradeoffs"
131
  },
132
  {
133
+ "name": "Resources",
134
+ "file": "Resources"
135
+ },
136
+ {
137
+ "name": "Cognitive Immersion",
138
+ "file": "CognitiveImmersion"
139
  }
140
  ],
141
  "pattern_id": "BudgetedActionPoints",
142
  "playable_concept": "Not available yet",
143
  "metadata": {
144
+ "version": "1.2.2.2",
145
  "date_processed": "2025-04-26",
146
  "source_file": "BudgetedActionPoints.htm",
147
+ "converter_version": "1.2.2.2"
148
  }
149
  }
Buttons.json CHANGED
@@ -25,10 +25,6 @@
25
  ],
26
  "label": "5. Game Design Patterns for Game Elements",
27
  "pattern_links": [
28
- {
29
- "name": "Controllers",
30
- "file": "Controllers"
31
- },
32
  {
33
  "name": "Reversability",
34
  "file": "Reversability"
@@ -36,14 +32,18 @@
36
  {
37
  "name": "Irreversible Actions",
38
  "file": "IrreversibleActions"
 
 
 
 
39
  }
40
  ],
41
  "pattern_id": "Buttons",
42
  "playable_concept": "Not available yet",
43
  "metadata": {
44
- "version": "1.2.2",
45
  "date_processed": "2025-04-26",
46
  "source_file": "Buttons.htm",
47
- "converter_version": "1.2.2"
48
  }
49
  }
 
25
  ],
26
  "label": "5. Game Design Patterns for Game Elements",
27
  "pattern_links": [
 
 
 
 
28
  {
29
  "name": "Reversability",
30
  "file": "Reversability"
 
32
  {
33
  "name": "Irreversible Actions",
34
  "file": "IrreversibleActions"
35
+ },
36
+ {
37
+ "name": "Controllers",
38
+ "file": "Controllers"
39
  }
40
  ],
41
  "pattern_id": "Buttons",
42
  "playable_concept": "Not available yet",
43
  "metadata": {
44
+ "version": "1.2.2.2",
45
  "date_processed": "2025-04-26",
46
  "source_file": "Buttons.htm",
47
+ "converter_version": "1.2.2.2"
48
  }
49
  }
Cameras.json CHANGED
@@ -37,44 +37,44 @@
37
  "label": "5. Game Design Patterns for Game Elements",
38
  "pattern_links": [
39
  {
40
- "name": "Consistent Reality Logic",
41
- "file": "ConsistentRealityLogic"
42
  },
43
  {
44
- "name": "God Views",
45
- "file": "GodViews"
46
  },
47
  {
48
- "name": "Fog of War",
49
- "file": "FogofWar"
50
  },
51
  {
52
- "name": "Units",
53
- "file": "Units"
54
  },
55
  {
56
- "name": "Extra-Game Actions",
57
- "file": "Extra-GameActions"
58
  },
59
  {
60
  "name": "Attention Swapping",
61
  "file": "AttentionSwapping"
62
  },
63
- {
64
- "name": "Spatial Immersion",
65
- "file": "SpatialImmersion"
66
- },
67
  {
68
  "name": "Tradeoffs",
69
  "file": "Tradeoffs"
 
 
 
 
70
  }
71
  ],
72
  "pattern_id": "Cameras",
73
  "playable_concept": "Not available yet",
74
  "metadata": {
75
- "version": "1.2.2",
76
  "date_processed": "2025-04-26",
77
  "source_file": "Cameras.htm",
78
- "converter_version": "1.2.2"
79
  }
80
  }
 
37
  "label": "5. Game Design Patterns for Game Elements",
38
  "pattern_links": [
39
  {
40
+ "name": "Extra-Game Actions",
41
+ "file": "Extra-GameActions"
42
  },
43
  {
44
+ "name": "Spatial Immersion",
45
+ "file": "SpatialImmersion"
46
  },
47
  {
48
+ "name": "God Views",
49
+ "file": "GodViews"
50
  },
51
  {
52
+ "name": "Consistent Reality Logic",
53
+ "file": "ConsistentRealityLogic"
54
  },
55
  {
56
+ "name": "Fog of War",
57
+ "file": "FogofWar"
58
  },
59
  {
60
  "name": "Attention Swapping",
61
  "file": "AttentionSwapping"
62
  },
 
 
 
 
63
  {
64
  "name": "Tradeoffs",
65
  "file": "Tradeoffs"
66
+ },
67
+ {
68
+ "name": "Units",
69
+ "file": "Units"
70
  }
71
  ],
72
  "pattern_id": "Cameras",
73
  "playable_concept": "Not available yet",
74
  "metadata": {
75
+ "version": "1.2.2.2",
76
  "date_processed": "2025-04-26",
77
  "source_file": "Cameras.htm",
78
+ "converter_version": "1.2.2.2"
79
  }
80
  }
Camping.json CHANGED
@@ -38,48 +38,48 @@
38
  "label": "8. Actions and Events Patterns",
39
  "pattern_links": [
40
  {
41
- "name": "Guard",
42
- "file": "Guard"
43
  },
44
  {
45
- "name": "Game World",
46
- "file": "GameWorld"
47
  },
48
  {
49
- "name": "No-Ops",
50
- "file": "No-Ops"
51
  },
52
  {
53
  "name": "Spawn Points",
54
  "file": "SpawnPoints"
55
  },
56
  {
57
- "name": "Inaccessible Areas",
58
- "file": "InaccessibleAreas"
59
- },
60
- {
61
- "name": "Varied Gameplay",
62
- "file": "VariedGameplay"
63
  },
64
  {
65
  "name": "Spawning",
66
  "file": "Spawning"
67
  },
68
  {
69
- "name": "Player Balance",
70
- "file": "PlayerBalance"
71
  },
72
  {
73
  "name": "Stealth",
74
  "file": "Stealth"
 
 
 
 
75
  }
76
  ],
77
  "pattern_id": "Camping",
78
  "playable_concept": "Not available yet",
79
  "metadata": {
80
- "version": "1.2.2",
81
  "date_processed": "2025-04-26",
82
  "source_file": "Camping.htm",
83
- "converter_version": "1.2.2"
84
  }
85
  }
 
38
  "label": "8. Actions and Events Patterns",
39
  "pattern_links": [
40
  {
41
+ "name": "Inaccessible Areas",
42
+ "file": "InaccessibleAreas"
43
  },
44
  {
45
+ "name": "Guard",
46
+ "file": "Guard"
47
  },
48
  {
49
+ "name": "Player Balance",
50
+ "file": "PlayerBalance"
51
  },
52
  {
53
  "name": "Spawn Points",
54
  "file": "SpawnPoints"
55
  },
56
  {
57
+ "name": "Game World",
58
+ "file": "GameWorld"
 
 
 
 
59
  },
60
  {
61
  "name": "Spawning",
62
  "file": "Spawning"
63
  },
64
  {
65
+ "name": "No-Ops",
66
+ "file": "No-Ops"
67
  },
68
  {
69
  "name": "Stealth",
70
  "file": "Stealth"
71
+ },
72
+ {
73
+ "name": "Varied Gameplay",
74
+ "file": "VariedGameplay"
75
  }
76
  ],
77
  "pattern_id": "Camping",
78
  "playable_concept": "Not available yet",
79
  "metadata": {
80
+ "version": "1.2.2.2",
81
  "date_processed": "2025-04-26",
82
  "source_file": "Camping.htm",
83
+ "converter_version": "1.2.2.2"
84
  }
85
  }
Capture.json CHANGED
@@ -52,100 +52,100 @@
52
  "label": "11. Game Design Patterns for Goals",
53
  "pattern_links": [
54
  {
55
- "name": "Gain Ownership",
56
- "file": "GainOwnership"
57
  },
58
  {
59
- "name": "Configuration",
60
- "file": "Configuration"
61
  },
62
  {
63
- "name": "Timing",
64
- "file": "Timing"
 
 
 
 
65
  },
66
  {
67
  "name": "Real-Time Games",
68
  "file": "Real-TimeGames"
69
  },
70
  {
71
- "name": "Alignment",
72
- "file": "Alignment"
73
  },
74
  {
75
- "name": "Puzzle Solving",
76
- "file": "PuzzleSolving"
77
  },
78
  {
79
- "name": "Transfer of Control",
80
- "file": "TransferofControl"
81
  },
82
  {
83
- "name": "Higher-Level Closures as Gameplay Progresses",
84
- "file": "Higher-LevelClosuresasGameplayProgresses"
85
  },
86
  {
87
- "name": "Turn Taking",
88
- "file": "TurnTaking"
89
  },
90
  {
91
- "name": "Connection",
92
- "file": "Connection"
93
  },
94
  {
95
- "name": "Turn-Based Games",
96
- "file": "Turn-BasedGames"
97
  },
98
  {
99
- "name": "Eliminate",
100
- "file": "Eliminate"
101
  },
102
  {
103
- "name": "Combat",
104
- "file": "Combat"
105
  },
106
  {
107
- "name": "Aim & Shoot",
108
- "file": "Aim&Shoot"
109
  },
110
  {
111
- "name": "Preventing Goals",
112
- "file": "PreventingGoals"
113
  },
114
  {
115
- "name": "Overcome",
116
- "file": "Overcome"
117
  },
118
  {
119
- "name": "Ownership",
120
- "file": "Ownership"
121
  },
122
  {
123
- "name": "Maneuvering",
124
- "file": "Maneuvering"
125
  },
126
  {
127
- "name": "Enclosure",
128
- "file": "Enclosure"
129
  },
130
  {
131
  "name": "Evade",
132
  "file": "Evade"
133
  },
134
  {
135
- "name": "Movement",
136
- "file": "Movement"
137
- },
138
- {
139
- "name": "Contact",
140
- "file": "Contact"
141
  }
142
  ],
143
  "pattern_id": "Capture",
144
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207",
145
  "metadata": {
146
- "version": "1.2.2",
147
  "date_processed": "2025-04-26",
148
  "source_file": "Capture.htm",
149
- "converter_version": "1.2.2"
150
  }
151
  }
 
52
  "label": "11. Game Design Patterns for Goals",
53
  "pattern_links": [
54
  {
55
+ "name": "Timing",
56
+ "file": "Timing"
57
  },
58
  {
59
+ "name": "Alignment",
60
+ "file": "Alignment"
61
  },
62
  {
63
+ "name": "Turn Taking",
64
+ "file": "TurnTaking"
65
+ },
66
+ {
67
+ "name": "Combat",
68
+ "file": "Combat"
69
  },
70
  {
71
  "name": "Real-Time Games",
72
  "file": "Real-TimeGames"
73
  },
74
  {
75
+ "name": "Preventing Goals",
76
+ "file": "PreventingGoals"
77
  },
78
  {
79
+ "name": "Configuration",
80
+ "file": "Configuration"
81
  },
82
  {
83
+ "name": "Puzzle Solving",
84
+ "file": "PuzzleSolving"
85
  },
86
  {
87
+ "name": "Ownership",
88
+ "file": "Ownership"
89
  },
90
  {
91
+ "name": "Overcome",
92
+ "file": "Overcome"
93
  },
94
  {
95
+ "name": "Eliminate",
96
+ "file": "Eliminate"
97
  },
98
  {
99
+ "name": "Transfer of Control",
100
+ "file": "TransferofControl"
101
  },
102
  {
103
+ "name": "Higher-Level Closures as Gameplay Progresses",
104
+ "file": "Higher-LevelClosuresasGameplayProgresses"
105
  },
106
  {
107
+ "name": "Contact",
108
+ "file": "Contact"
109
  },
110
  {
111
+ "name": "Movement",
112
+ "file": "Movement"
113
  },
114
  {
115
+ "name": "Enclosure",
116
+ "file": "Enclosure"
117
  },
118
  {
119
+ "name": "Gain Ownership",
120
+ "file": "GainOwnership"
121
  },
122
  {
123
+ "name": "Turn-Based Games",
124
+ "file": "Turn-BasedGames"
125
  },
126
  {
127
+ "name": "Connection",
128
+ "file": "Connection"
129
  },
130
  {
131
+ "name": "Aim & Shoot",
132
+ "file": "Aim&Shoot"
133
  },
134
  {
135
  "name": "Evade",
136
  "file": "Evade"
137
  },
138
  {
139
+ "name": "Maneuvering",
140
+ "file": "Maneuvering"
 
 
 
 
141
  }
142
  ],
143
  "pattern_id": "Capture",
144
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780207",
145
  "metadata": {
146
+ "version": "1.2.2.2",
147
  "date_processed": "2025-04-26",
148
  "source_file": "Capture.htm",
149
+ "converter_version": "1.2.2.2"
150
  }
151
  }
CardHands.json CHANGED
@@ -5,10 +5,10 @@
5
  "using_the_pattern": [
6
  "The basic design question when using [[Card Hands]] is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a [[Drawing Stack]].",
7
  "Another fundamental design question regarding [[Card Hands]] is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of [[Limited Resources]] and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a [[Closed Economy]] and frees the game design to determine the game length by other means.",
8
- "Although most often consisting of [[Cards,]] a [[Card Hand]] can also consist of [[Tiles]] in games that have [[Tile-Laying]]."
9
  ],
10
  "consequences": [
11
- "[[Card Hands]] are [[Containers]] of [[Cards]] that assign players [[Ownership]] to the [[Cards.]] Typically [[Card Hands]] are secret to all other players and being able to deduce the other players' hands offers a strategic advantage (i. e. a [[Gain Information]] goal). However, the other players may know how many cards are in the [[Card Hand]] and the cards might be marked, so the players have [[Asymmetric Information]] about the [[Card Hands]] in play."
12
  ],
13
  "relations": {
14
  "Instantiates": [
@@ -35,44 +35,44 @@
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
37
  {
38
- "name": "Asymmetric Information",
39
- "file": "AsymmetricInformation"
40
  },
41
  {
42
- "name": "Gain Information",
43
- "file": "GainInformation"
44
  },
45
  {
46
- "name": "Secret Resources",
47
- "file": "SecretResources"
48
  },
49
  {
50
- "name": "Container",
51
- "file": "Container"
52
  },
53
  {
54
- "name": "Tile-Laying",
55
- "file": "Tile-Laying"
56
  },
57
  {
58
- "name": "Tiles",
59
- "file": "Tiles"
60
  },
61
  {
62
- "name": "Ownership",
63
- "file": "Ownership"
64
  },
65
  {
66
- "name": "Cards",
67
- "file": "Cards"
68
  }
69
  ],
70
  "pattern_id": "CardHands",
71
  "playable_concept": "Not available yet",
72
  "metadata": {
73
- "version": "1.2.2",
74
  "date_processed": "2025-04-26",
75
  "source_file": "CardHands.htm",
76
- "converter_version": "1.2.2"
77
  }
78
  }
 
5
  "using_the_pattern": [
6
  "The basic design question when using [[Card Hands]] is determining the size of the hand; should all cards be distributed at the beginning of the game or should some cards be left in, for example, a [[Drawing Stack]].",
7
  "Another fundamental design question regarding [[Card Hands]] is how the size and content of the hands change. Having an initial set of cards that shrinks as cards are played makes use of [[Limited Resources]] and allows the game designer to limit the length of the game. Refilling the hand continuously as cards are being played creates a [[Closed Economy]] and frees the game design to determine the game length by other means.",
8
+ "Although most often consisting of [[Cards]], a [[Card Hand]] can also consist of [[Tiles]] in games that have [[Tile-Laying]]."
9
  ],
10
  "consequences": [
11
+ "[[Card Hands]] are [[Containers]] of [[Cards]] that assign players [[Ownership]] to the [[Cards]]. Typically [[Card Hands]] are secret to all other players and being able to deduce the other players' hands offers a strategic advantage (i. e. a [[Gain Information]] goal). However, the other players may know how many cards are in the [[Card Hand]] and the cards might be marked, so the players have [[Asymmetric Information]] about the [[Card Hands]] in play."
12
  ],
13
  "relations": {
14
  "Instantiates": [
 
35
  "label": "5. Game Design Patterns for Game Elements",
36
  "pattern_links": [
37
  {
38
+ "name": "Tiles",
39
+ "file": "Tiles"
40
  },
41
  {
42
+ "name": "Cards",
43
+ "file": "Cards"
44
  },
45
  {
46
+ "name": "Tile-Laying",
47
+ "file": "Tile-Laying"
48
  },
49
  {
50
+ "name": "Ownership",
51
+ "file": "Ownership"
52
  },
53
  {
54
+ "name": "Container",
55
+ "file": "Container"
56
  },
57
  {
58
+ "name": "Secret Resources",
59
+ "file": "SecretResources"
60
  },
61
  {
62
+ "name": "Asymmetric Information",
63
+ "file": "AsymmetricInformation"
64
  },
65
  {
66
+ "name": "Gain Information",
67
+ "file": "GainInformation"
68
  }
69
  ],
70
  "pattern_id": "CardHands",
71
  "playable_concept": "Not available yet",
72
  "metadata": {
73
+ "version": "1.2.2.2",
74
  "date_processed": "2025-04-26",
75
  "source_file": "CardHands.htm",
76
+ "converter_version": "1.2.2.2"
77
  }
78
  }
Cards.json CHANGED
@@ -39,17 +39,29 @@
39
  ],
40
  "label": "5. Game Design Patterns for Game Elements",
41
  "pattern_links": [
 
 
 
 
42
  {
43
  "name": "Discard Piles",
44
  "file": "DiscardPiles"
45
  },
46
  {
47
- "name": "Drawing Stacks",
48
- "file": "DrawingStacks"
49
  },
50
  {
51
- "name": "Converters",
52
- "file": "Converters"
 
 
 
 
 
 
 
 
53
  },
54
  {
55
  "name": "Imperfect Information",
@@ -59,33 +71,21 @@
59
  "name": "Card Hands",
60
  "file": "CardHands"
61
  },
62
- {
63
- "name": "Consumers",
64
- "file": "Consumers"
65
- },
66
  {
67
  "name": "Non-Renewable Resources",
68
  "file": "Non-RenewableResources"
69
  },
70
  {
71
- "name": "Book-Keeping Tokens",
72
- "file": "Book-KeepingTokens"
73
- },
74
- {
75
- "name": "Focus Loci",
76
- "file": "FocusLoci"
77
- },
78
- {
79
- "name": "Randomness",
80
- "file": "Randomness"
81
  }
82
  ],
83
  "pattern_id": "Cards",
84
  "playable_concept": "Not available yet",
85
  "metadata": {
86
- "version": "1.2.2",
87
  "date_processed": "2025-04-26",
88
  "source_file": "Cards.htm",
89
- "converter_version": "1.2.2"
90
  }
91
  }
 
39
  ],
40
  "label": "5. Game Design Patterns for Game Elements",
41
  "pattern_links": [
42
+ {
43
+ "name": "Converters",
44
+ "file": "Converters"
45
+ },
46
  {
47
  "name": "Discard Piles",
48
  "file": "DiscardPiles"
49
  },
50
  {
51
+ "name": "Consumers",
52
+ "file": "Consumers"
53
  },
54
  {
55
+ "name": "Focus Loci",
56
+ "file": "FocusLoci"
57
+ },
58
+ {
59
+ "name": "Book-Keeping Tokens",
60
+ "file": "Book-KeepingTokens"
61
+ },
62
+ {
63
+ "name": "Randomness",
64
+ "file": "Randomness"
65
  },
66
  {
67
  "name": "Imperfect Information",
 
71
  "name": "Card Hands",
72
  "file": "CardHands"
73
  },
 
 
 
 
74
  {
75
  "name": "Non-Renewable Resources",
76
  "file": "Non-RenewableResources"
77
  },
78
  {
79
+ "name": "Drawing Stacks",
80
+ "file": "DrawingStacks"
 
 
 
 
 
 
 
 
81
  }
82
  ],
83
  "pattern_id": "Cards",
84
  "playable_concept": "Not available yet",
85
  "metadata": {
86
+ "version": "1.2.2.2",
87
  "date_processed": "2025-04-26",
88
  "source_file": "Cards.htm",
89
+ "converter_version": "1.2.2.2"
90
  }
91
  }
CharacterDevelopment.json CHANGED
@@ -59,84 +59,72 @@
59
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
60
  "pattern_links": [
61
  {
62
- "name": "Paper-Rock-Scissors",
63
- "file": "Paper-Rock-Scissors"
64
- },
65
- {
66
- "name": "Varied Gameplay",
67
- "file": "VariedGameplay"
68
- },
69
- {
70
- "name": "Ability Losses",
71
- "file": "AbilityLosses"
72
- },
73
- {
74
- "name": "Balancing Effects",
75
- "file": "BalancingEffects"
76
  },
77
  {
78
- "name": "Narrative Structures",
79
- "file": "NarrativeStructures"
80
  },
81
  {
82
- "name": "Characters",
83
- "file": "Characters"
84
  },
85
  {
86
- "name": "Planned Character Development",
87
- "file": "PlannedCharacterDevelopment"
88
  },
89
  {
90
- "name": "Gain Competence",
91
- "file": "GainCompetence"
92
  },
93
  {
94
- "name": "Roleplaying",
95
- "file": "Roleplaying"
96
  },
97
  {
98
- "name": "New Abilities",
99
- "file": "NewAbilities"
100
  },
101
  {
102
- "name": "Player Balance",
103
- "file": "PlayerBalance"
104
  },
105
  {
106
- "name": "Persistent Game Worlds",
107
- "file": "PersistentGameWorlds"
108
  },
109
  {
110
- "name": "Avatars",
111
- "file": "Avatars"
112
  },
113
  {
114
  "name": "Collecting",
115
  "file": "Collecting"
116
  },
117
  {
118
- "name": "Investments",
119
- "file": "Investments"
120
  },
121
  {
122
- "name": "Skills",
123
- "file": "Skills"
124
  },
125
  {
126
- "name": "Extra-Game Consequences",
127
- "file": "Extra-GameConsequences"
128
  },
129
  {
130
- "name": "Perceived Chance to Succeed",
131
- "file": "PerceivedChancetoSucceed"
132
  },
133
  {
134
- "name": "Consistent Reality Logic",
135
- "file": "ConsistentRealityLogic"
136
  },
137
  {
138
- "name": "Privileged Abilities",
139
- "file": "PrivilegedAbilities"
140
  },
141
  {
142
  "name": "Rewards",
@@ -147,28 +135,40 @@
147
  "file": "DiminishingReturns"
148
  },
149
  {
150
- "name": "Player Defined Goals",
151
- "file": "PlayerDefinedGoals"
152
  },
153
  {
154
- "name": "Freedom of Choice",
155
- "file": "FreedomofChoice"
 
 
 
 
156
  },
157
  {
158
  "name": "Trans-Game Information",
159
  "file": "Trans-GameInformation"
160
  },
161
  {
162
- "name": "Improved Abilities",
163
- "file": "ImprovedAbilities"
 
 
 
 
 
 
 
 
164
  }
165
  ],
166
  "pattern_id": "CharacterDevelopment",
167
  "playable_concept": "Not available yet",
168
  "metadata": {
169
- "version": "1.2.2",
170
  "date_processed": "2025-04-26",
171
  "source_file": "CharacterDevelopment.htm",
172
- "converter_version": "1.2.2"
173
  }
174
  }
 
59
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
60
  "pattern_links": [
61
  {
62
+ "name": "Freedom of Choice",
63
+ "file": "FreedomofChoice"
 
 
 
 
 
 
 
 
 
 
 
 
64
  },
65
  {
66
+ "name": "Gain Competence",
67
+ "file": "GainCompetence"
68
  },
69
  {
70
+ "name": "Consistent Reality Logic",
71
+ "file": "ConsistentRealityLogic"
72
  },
73
  {
74
+ "name": "Player Defined Goals",
75
+ "file": "PlayerDefinedGoals"
76
  },
77
  {
78
+ "name": "Extra-Game Consequences",
79
+ "file": "Extra-GameConsequences"
80
  },
81
  {
82
+ "name": "Perceived Chance to Succeed",
83
+ "file": "PerceivedChancetoSucceed"
84
  },
85
  {
86
+ "name": "Avatars",
87
+ "file": "Avatars"
88
  },
89
  {
90
+ "name": "Investments",
91
+ "file": "Investments"
92
  },
93
  {
94
+ "name": "Improved Abilities",
95
+ "file": "ImprovedAbilities"
96
  },
97
  {
98
+ "name": "Characters",
99
+ "file": "Characters"
100
  },
101
  {
102
  "name": "Collecting",
103
  "file": "Collecting"
104
  },
105
  {
106
+ "name": "New Abilities",
107
+ "file": "NewAbilities"
108
  },
109
  {
110
+ "name": "Balancing Effects",
111
+ "file": "BalancingEffects"
112
  },
113
  {
114
+ "name": "Player Balance",
115
+ "file": "PlayerBalance"
116
  },
117
  {
118
+ "name": "Varied Gameplay",
119
+ "file": "VariedGameplay"
120
  },
121
  {
122
+ "name": "Paper-Rock-Scissors",
123
+ "file": "Paper-Rock-Scissors"
124
  },
125
  {
126
+ "name": "Skills",
127
+ "file": "Skills"
128
  },
129
  {
130
  "name": "Rewards",
 
135
  "file": "DiminishingReturns"
136
  },
137
  {
138
+ "name": "Narrative Structures",
139
+ "file": "NarrativeStructures"
140
  },
141
  {
142
+ "name": "Roleplaying",
143
+ "file": "Roleplaying"
144
+ },
145
+ {
146
+ "name": "Privileged Abilities",
147
+ "file": "PrivilegedAbilities"
148
  },
149
  {
150
  "name": "Trans-Game Information",
151
  "file": "Trans-GameInformation"
152
  },
153
  {
154
+ "name": "Persistent Game Worlds",
155
+ "file": "PersistentGameWorlds"
156
+ },
157
+ {
158
+ "name": "Ability Losses",
159
+ "file": "AbilityLosses"
160
+ },
161
+ {
162
+ "name": "Planned Character Development",
163
+ "file": "PlannedCharacterDevelopment"
164
  }
165
  ],
166
  "pattern_id": "CharacterDevelopment",
167
  "playable_concept": "Not available yet",
168
  "metadata": {
169
+ "version": "1.2.2.2",
170
  "date_processed": "2025-04-26",
171
  "source_file": "CharacterDevelopment.htm",
172
+ "converter_version": "1.2.2.2"
173
  }
174
  }
Characters.json CHANGED
@@ -73,176 +73,176 @@
73
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
74
  "pattern_links": [
75
  {
76
- "name": "Dedicated Game Facilitators",
77
- "file": "DedicatedGameFacilitators"
78
- },
79
- {
80
- "name": "Varied Gameplay",
81
- "file": "VariedGameplay"
82
  },
83
  {
84
- "name": "Narrative Structures",
85
- "file": "NarrativeStructures"
86
  },
87
  {
88
- "name": "Budgeted Action Points",
89
- "file": "BudgetedActionPoints"
90
  },
91
  {
92
- "name": "Planned Character Development",
93
- "file": "PlannedCharacterDevelopment"
94
  },
95
  {
96
- "name": "Lives",
97
- "file": "Lives"
98
  },
99
  {
100
- "name": "Penalties",
101
- "file": "Penalties"
102
  },
103
  {
104
- "name": "Roleplaying",
105
- "file": "Roleplaying"
106
  },
107
  {
108
- "name": "Emotional Immersion",
109
- "file": "EmotionalImmersion"
110
  },
111
  {
112
- "name": "Renewable Resources",
113
- "file": "RenewableResources"
114
  },
115
  {
116
- "name": "Storytelling",
117
- "file": "Storytelling"
118
  },
119
  {
120
- "name": "Creative Control",
121
- "file": "CreativeControl"
122
  },
123
  {
124
- "name": "Character Development",
125
- "file": "CharacterDevelopment"
126
  },
127
  {
128
- "name": "Resources",
129
- "file": "Resources"
130
  },
131
  {
132
- "name": "Multiplayer Games",
133
- "file": "MultiplayerGames"
134
  },
135
  {
136
- "name": "New Abilities",
137
- "file": "NewAbilities"
138
  },
139
  {
140
- "name": "Player Balance",
141
- "file": "PlayerBalance"
142
  },
143
  {
144
- "name": "Producers",
145
- "file": "Producers"
146
  },
147
  {
148
- "name": "Persistent Game Worlds",
149
- "file": "PersistentGameWorlds"
150
  },
151
  {
152
- "name": "Immersion",
153
- "file": "Immersion"
154
  },
155
  {
156
  "name": "Randomness",
157
  "file": "Randomness"
158
  },
159
  {
160
- "name": "Orthogonal Unit Differentiation",
161
- "file": "OrthogonalUnitDifferentiation"
162
  },
163
  {
164
- "name": "Avatars",
165
- "file": "Avatars"
166
  },
167
  {
168
- "name": "Identification",
169
- "file": "Identification"
170
  },
171
  {
172
- "name": "Competence Areas",
173
- "file": "CompetenceAreas"
174
  },
175
  {
176
- "name": "Damage",
177
- "file": "Damage"
178
  },
179
  {
180
- "name": "Alternative Reality",
181
- "file": "AlternativeReality"
182
  },
183
  {
184
  "name": "Tools",
185
  "file": "Tools"
186
  },
187
  {
188
- "name": "Investments",
189
- "file": "Investments"
190
- },
191
- {
192
- "name": "Game Masters",
193
- "file": "GameMasters"
194
  },
195
  {
196
  "name": "Skills",
197
  "file": "Skills"
198
  },
199
  {
200
- "name": "Handles",
201
- "file": "Handles"
202
  },
203
  {
204
- "name": "Privileged Abilities",
205
- "file": "PrivilegedAbilities"
206
  },
207
  {
208
- "name": "Rewards",
209
- "file": "Rewards"
210
  },
211
  {
212
- "name": "Enemies",
213
- "file": "Enemies"
214
  },
215
  {
216
- "name": "Decreased Abilities",
217
- "file": "DecreasedAbilities"
218
  },
219
  {
220
- "name": "Player Defined Goals",
221
- "file": "PlayerDefinedGoals"
222
  },
223
  {
224
- "name": "Freedom of Choice",
225
- "file": "FreedomofChoice"
226
  },
227
  {
228
- "name": "Focus Loci",
229
- "file": "FocusLoci"
230
  },
231
  {
232
- "name": "Illusion of Influence",
233
- "file": "IllusionofInfluence"
234
  },
235
  {
236
- "name": "Improved Abilities",
237
- "file": "ImprovedAbilities"
 
 
 
 
 
 
 
 
238
  }
239
  ],
240
  "pattern_id": "Characters",
241
  "playable_concept": "Not available yet",
242
  "metadata": {
243
- "version": "1.2.2",
244
  "date_processed": "2025-04-26",
245
  "source_file": "Characters.htm",
246
- "converter_version": "1.2.2"
247
  }
248
  }
 
73
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
74
  "pattern_links": [
75
  {
76
+ "name": "Competence Areas",
77
+ "file": "CompetenceAreas"
 
 
 
 
78
  },
79
  {
80
+ "name": "Freedom of Choice",
81
+ "file": "FreedomofChoice"
82
  },
83
  {
84
+ "name": "Decreased Abilities",
85
+ "file": "DecreasedAbilities"
86
  },
87
  {
88
+ "name": "Damage",
89
+ "file": "Damage"
90
  },
91
  {
92
+ "name": "Character Development",
93
+ "file": "CharacterDevelopment"
94
  },
95
  {
96
+ "name": "Storytelling",
97
+ "file": "Storytelling"
98
  },
99
  {
100
+ "name": "Immersion",
101
+ "file": "Immersion"
102
  },
103
  {
104
+ "name": "Game Masters",
105
+ "file": "GameMasters"
106
  },
107
  {
108
+ "name": "Alternative Reality",
109
+ "file": "AlternativeReality"
110
  },
111
  {
112
+ "name": "Producers",
113
+ "file": "Producers"
114
  },
115
  {
116
+ "name": "Player Defined Goals",
117
+ "file": "PlayerDefinedGoals"
118
  },
119
  {
120
+ "name": "Emotional Immersion",
121
+ "file": "EmotionalImmersion"
122
  },
123
  {
124
+ "name": "Avatars",
125
+ "file": "Avatars"
126
  },
127
  {
128
+ "name": "Investments",
129
+ "file": "Investments"
130
  },
131
  {
132
+ "name": "Budgeted Action Points",
133
+ "file": "BudgetedActionPoints"
134
  },
135
  {
136
+ "name": "Improved Abilities",
137
+ "file": "ImprovedAbilities"
138
  },
139
  {
140
+ "name": "Identification",
141
+ "file": "Identification"
142
  },
143
  {
144
+ "name": "Focus Loci",
145
+ "file": "FocusLoci"
146
  },
147
  {
148
+ "name": "New Abilities",
149
+ "file": "NewAbilities"
150
  },
151
  {
152
  "name": "Randomness",
153
  "file": "Randomness"
154
  },
155
  {
156
+ "name": "Renewable Resources",
157
+ "file": "RenewableResources"
158
  },
159
  {
160
+ "name": "Player Balance",
161
+ "file": "PlayerBalance"
162
  },
163
  {
164
+ "name": "Penalties",
165
+ "file": "Penalties"
166
  },
167
  {
168
+ "name": "Enemies",
169
+ "file": "Enemies"
170
  },
171
  {
172
+ "name": "Varied Gameplay",
173
+ "file": "VariedGameplay"
174
  },
175
  {
176
+ "name": "Dedicated Game Facilitators",
177
+ "file": "DedicatedGameFacilitators"
178
  },
179
  {
180
  "name": "Tools",
181
  "file": "Tools"
182
  },
183
  {
184
+ "name": "Lives",
185
+ "file": "Lives"
 
 
 
 
186
  },
187
  {
188
  "name": "Skills",
189
  "file": "Skills"
190
  },
191
  {
192
+ "name": "Rewards",
193
+ "file": "Rewards"
194
  },
195
  {
196
+ "name": "Orthogonal Unit Differentiation",
197
+ "file": "OrthogonalUnitDifferentiation"
198
  },
199
  {
200
+ "name": "Multiplayer Games",
201
+ "file": "MultiplayerGames"
202
  },
203
  {
204
+ "name": "Illusion of Influence",
205
+ "file": "IllusionofInfluence"
206
  },
207
  {
208
+ "name": "Narrative Structures",
209
+ "file": "NarrativeStructures"
210
  },
211
  {
212
+ "name": "Roleplaying",
213
+ "file": "Roleplaying"
214
  },
215
  {
216
+ "name": "Privileged Abilities",
217
+ "file": "PrivilegedAbilities"
218
  },
219
  {
220
+ "name": "Handles",
221
+ "file": "Handles"
222
  },
223
  {
224
+ "name": "Persistent Game Worlds",
225
+ "file": "PersistentGameWorlds"
226
  },
227
  {
228
+ "name": "Creative Control",
229
+ "file": "CreativeControl"
230
+ },
231
+ {
232
+ "name": "Planned Character Development",
233
+ "file": "PlannedCharacterDevelopment"
234
+ },
235
+ {
236
+ "name": "Resources",
237
+ "file": "Resources"
238
  }
239
  ],
240
  "pattern_id": "Characters",
241
  "playable_concept": "Not available yet",
242
  "metadata": {
243
+ "version": "1.2.2.2",
244
  "date_processed": "2025-04-26",
245
  "source_file": "Characters.htm",
246
+ "converter_version": "1.2.2.2"
247
  }
248
  }
Chargers.json CHANGED
@@ -43,24 +43,36 @@
43
  "label": "5. Game Design Patterns for Game Elements",
44
  "pattern_links": [
45
  {
46
- "name": "Privileged Abilities",
47
- "file": "PrivilegedAbilities"
 
 
 
 
 
 
 
 
 
 
 
 
48
  },
49
  {
50
  "name": "Risk/Reward",
51
  "file": "RiskReward"
52
  },
53
  {
54
- "name": "Resource Locations",
55
- "file": "ResourceLocations"
56
  },
57
  {
58
- "name": "Gain Ownership",
59
- "file": "GainOwnership"
60
  },
61
  {
62
- "name": "Outstanding Features",
63
- "file": "OutstandingFeatures"
64
  },
65
  {
66
  "name": "Resources",
@@ -74,37 +86,25 @@
74
  "name": "Maneuvering",
75
  "file": "Maneuvering"
76
  },
77
- {
78
- "name": "New Abilities",
79
- "file": "NewAbilities"
80
- },
81
- {
82
- "name": "Skills",
83
- "file": "Skills"
84
- },
85
  {
86
  "name": "Traverse",
87
  "file": "Traverse"
88
  },
89
  {
90
- "name": "Gain Competence",
91
- "file": "GainCompetence"
92
- },
93
- {
94
- "name": "Improved Abilities",
95
- "file": "ImprovedAbilities"
96
  },
97
  {
98
- "name": "Renewable Resources",
99
- "file": "RenewableResources"
100
  }
101
  ],
102
  "pattern_id": "Chargers",
103
  "playable_concept": "Not available yet",
104
  "metadata": {
105
- "version": "1.2.2",
106
  "date_processed": "2025-04-26",
107
  "source_file": "Chargers.htm",
108
- "converter_version": "1.2.2"
109
  }
110
  }
 
43
  "label": "5. Game Design Patterns for Game Elements",
44
  "pattern_links": [
45
  {
46
+ "name": "Skills",
47
+ "file": "Skills"
48
+ },
49
+ {
50
+ "name": "Outstanding Features",
51
+ "file": "OutstandingFeatures"
52
+ },
53
+ {
54
+ "name": "Improved Abilities",
55
+ "file": "ImprovedAbilities"
56
+ },
57
+ {
58
+ "name": "New Abilities",
59
+ "file": "NewAbilities"
60
  },
61
  {
62
  "name": "Risk/Reward",
63
  "file": "RiskReward"
64
  },
65
  {
66
+ "name": "Privileged Abilities",
67
+ "file": "PrivilegedAbilities"
68
  },
69
  {
70
+ "name": "Renewable Resources",
71
+ "file": "RenewableResources"
72
  },
73
  {
74
+ "name": "Gain Competence",
75
+ "file": "GainCompetence"
76
  },
77
  {
78
  "name": "Resources",
 
86
  "name": "Maneuvering",
87
  "file": "Maneuvering"
88
  },
 
 
 
 
 
 
 
 
89
  {
90
  "name": "Traverse",
91
  "file": "Traverse"
92
  },
93
  {
94
+ "name": "Resource Locations",
95
+ "file": "ResourceLocations"
 
 
 
 
96
  },
97
  {
98
+ "name": "Gain Ownership",
99
+ "file": "GainOwnership"
100
  }
101
  ],
102
  "pattern_id": "Chargers",
103
  "playable_concept": "Not available yet",
104
  "metadata": {
105
+ "version": "1.2.2.2",
106
  "date_processed": "2025-04-26",
107
  "source_file": "Chargers.htm",
108
+ "converter_version": "1.2.2.2"
109
  }
110
  }
ClosedEconomies.json CHANGED
@@ -36,16 +36,16 @@
36
  "label": "6. Game Design Patterns for Resource and Resource Management",
37
  "pattern_links": [
38
  {
39
- "name": "Player Elimination",
40
- "file": "PlayerElimination"
41
  },
42
  {
43
- "name": "Resources",
44
- "file": "Resources"
45
  },
46
  {
47
- "name": "Reversability",
48
- "file": "Reversability"
49
  },
50
  {
51
  "name": "Non-Renewable Resources",
@@ -56,20 +56,20 @@
56
  "file": "Betting"
57
  },
58
  {
59
- "name": "Transfer of Control",
60
- "file": "TransferofControl"
61
  },
62
  {
63
- "name": "Renewable Resources",
64
- "file": "RenewableResources"
65
  }
66
  ],
67
  "pattern_id": "ClosedEconomies",
68
  "playable_concept": "Not available yet",
69
  "metadata": {
70
- "version": "1.2.2",
71
  "date_processed": "2025-04-26",
72
  "source_file": "ClosedEconomies.htm",
73
- "converter_version": "1.2.2"
74
  }
75
  }
 
36
  "label": "6. Game Design Patterns for Resource and Resource Management",
37
  "pattern_links": [
38
  {
39
+ "name": "Reversability",
40
+ "file": "Reversability"
41
  },
42
  {
43
+ "name": "Transfer of Control",
44
+ "file": "TransferofControl"
45
  },
46
  {
47
+ "name": "Renewable Resources",
48
+ "file": "RenewableResources"
49
  },
50
  {
51
  "name": "Non-Renewable Resources",
 
56
  "file": "Betting"
57
  },
58
  {
59
+ "name": "Player Elimination",
60
+ "file": "PlayerElimination"
61
  },
62
  {
63
+ "name": "Resources",
64
+ "file": "Resources"
65
  }
66
  ],
67
  "pattern_id": "ClosedEconomies",
68
  "playable_concept": "Not available yet",
69
  "metadata": {
70
+ "version": "1.2.2.2",
71
  "date_processed": "2025-04-26",
72
  "source_file": "ClosedEconomies.htm",
73
+ "converter_version": "1.2.2.2"
74
  }
75
  }
ClosurePoints.json CHANGED
@@ -5,7 +5,7 @@
5
  "Many games have points where most of the information about game elements and actions performed become irrelevant and are discarded. This is typically the case after important end or evaluation functions have been done, and as such can be called [[Closure Points]]."
6
  ],
7
  "using_the_pattern": [
8
- "Common forms of [[Closure Points]] include [[Levels,]] where typically only the information regarding game elements moved between the [[Levels]] is maintained, and [[Tournaments]], where only the outcome of individual games is maintained. Additional common types of [[Closure Points]] include those when [[Transfer of Control]] occurs. [[Closure Points]] makenatural [[Save Points]] for players since the planning of tactics is often bounded by the closure of the associated pattern.",
9
  "The goals leading to [[Closure Points]] can be made [[Committed Goals]] to ensure their occurrence, either to maintain the [[Narrative Structure]] or ensure [[Higher-Level Closures as Gameplay Progresses]]. [[Closure Points]] can also easily be created by using [[Excluding Goals]], since the completion of one of these goals can make parts of the game state irrelevant.",
10
  "[[Closure Points]] can be difficult to combine with [[Never Ending Stories]]; either because the stories are created by players and thereby outside the control of the game design or because higher-level closures cannot be infinitely achieved, and the closures risk becoming repetitious."
11
  ],
@@ -43,28 +43,28 @@
43
  "label": "13. Game Design Patterns for Game Sessions",
44
  "pattern_links": [
45
  {
46
- "name": "Predictable Consequences",
47
- "file": "PredictableConsequences"
48
- },
49
- {
50
- "name": "Save Points",
51
- "file": "SavePoints"
52
  },
53
  {
54
- "name": "Limited Foresight",
55
- "file": "LimitedForesight"
56
  },
57
  {
58
- "name": "Levels",
59
- "file": "Levels"
60
  },
61
  {
62
  "name": "Downtime",
63
  "file": "Downtime"
64
  },
65
  {
66
- "name": "Committed Goals",
67
- "file": "CommittedGoals"
 
 
 
 
68
  },
69
  {
70
  "name": "Tournaments",
@@ -75,28 +75,28 @@
75
  "file": "NarrativeStructures"
76
  },
77
  {
78
- "name": "Excluding Goals",
79
- "file": "ExcludingGoals"
80
  },
81
  {
82
- "name": "Transfer of Control",
83
- "file": "TransferofControl"
84
  },
85
  {
86
- "name": "Higher-Level Closures as Gameplay Progresses",
87
- "file": "Higher-LevelClosuresasGameplayProgresses"
88
  },
89
  {
90
- "name": "Never Ending Stories",
91
- "file": "NeverEndingStories"
92
  }
93
  ],
94
  "pattern_id": "ClosurePoints",
95
  "playable_concept": "Not available yet",
96
  "metadata": {
97
- "version": "1.2.2",
98
  "date_processed": "2025-04-26",
99
  "source_file": "ClosurePoints.htm",
100
- "converter_version": "1.2.2"
101
  }
102
  }
 
5
  "Many games have points where most of the information about game elements and actions performed become irrelevant and are discarded. This is typically the case after important end or evaluation functions have been done, and as such can be called [[Closure Points]]."
6
  ],
7
  "using_the_pattern": [
8
+ "Common forms of [[Closure Points]] include [[Levels]], where typically only the information regarding game elements moved between the [[Levels]] is maintained, and [[Tournaments]], where only the outcome of individual games is maintained. Additional common types of [[Closure Points]] include those when [[Transfer of Control]] occurs. [[Closure Points]] makenatural [[Save Points]] for players since the planning of tactics is often bounded by the closure of the associated pattern.",
9
  "The goals leading to [[Closure Points]] can be made [[Committed Goals]] to ensure their occurrence, either to maintain the [[Narrative Structure]] or ensure [[Higher-Level Closures as Gameplay Progresses]]. [[Closure Points]] can also easily be created by using [[Excluding Goals]], since the completion of one of these goals can make parts of the game state irrelevant.",
10
  "[[Closure Points]] can be difficult to combine with [[Never Ending Stories]]; either because the stories are created by players and thereby outside the control of the game design or because higher-level closures cannot be infinitely achieved, and the closures risk becoming repetitious."
11
  ],
 
43
  "label": "13. Game Design Patterns for Game Sessions",
44
  "pattern_links": [
45
  {
46
+ "name": "Committed Goals",
47
+ "file": "CommittedGoals"
 
 
 
 
48
  },
49
  {
50
+ "name": "Transfer of Control",
51
+ "file": "TransferofControl"
52
  },
53
  {
54
+ "name": "Excluding Goals",
55
+ "file": "ExcludingGoals"
56
  },
57
  {
58
  "name": "Downtime",
59
  "file": "Downtime"
60
  },
61
  {
62
+ "name": "Higher-Level Closures as Gameplay Progresses",
63
+ "file": "Higher-LevelClosuresasGameplayProgresses"
64
+ },
65
+ {
66
+ "name": "Save Points",
67
+ "file": "SavePoints"
68
  },
69
  {
70
  "name": "Tournaments",
 
75
  "file": "NarrativeStructures"
76
  },
77
  {
78
+ "name": "Predictable Consequences",
79
+ "file": "PredictableConsequences"
80
  },
81
  {
82
+ "name": "Never Ending Stories",
83
+ "file": "NeverEndingStories"
84
  },
85
  {
86
+ "name": "Limited Foresight",
87
+ "file": "LimitedForesight"
88
  },
89
  {
90
+ "name": "Levels",
91
+ "file": "Levels"
92
  }
93
  ],
94
  "pattern_id": "ClosurePoints",
95
  "playable_concept": "Not available yet",
96
  "metadata": {
97
+ "version": "1.2.2.2",
98
  "date_processed": "2025-04-26",
99
  "source_file": "ClosurePoints.htm",
100
+ "converter_version": "1.2.2.2"
101
  }
102
  }
Clues.json CHANGED
@@ -59,104 +59,104 @@
59
  "label": "5. Game Design Patterns for Game Elements",
60
  "pattern_links": [
61
  {
62
- "name": "Gain Ownership",
63
- "file": "GainOwnership"
64
  },
65
  {
66
- "name": "Narrative Structures",
67
- "file": "NarrativeStructures"
68
  },
69
  {
70
- "name": "Indirect Information",
71
- "file": "IndirectInformation"
72
  },
73
  {
74
- "name": "Emotional Immersion",
75
- "file": "EmotionalImmersion"
76
  },
77
  {
78
- "name": "Right Level of Difficulty",
79
- "file": "RightLevelofDifficulty"
80
  },
81
  {
82
  "name": "Helpers",
83
  "file": "Helpers"
84
  },
85
  {
86
- "name": "Imperfect Information",
87
- "file": "ImperfectInformation"
88
  },
89
  {
90
- "name": "Resources",
91
- "file": "Resources"
92
  },
93
  {
94
- "name": "Smooth Learning Curves",
95
- "file": "SmoothLearningCurves"
96
  },
97
  {
98
- "name": "Direct Information",
99
- "file": "DirectInformation"
100
  },
101
  {
102
- "name": "Tension",
103
- "file": "Tension"
104
  },
105
  {
106
- "name": "Levels",
107
- "file": "Levels"
108
  },
109
  {
110
- "name": "Alternative Reality",
111
- "file": "AlternativeReality"
112
  },
113
  {
114
- "name": "Easter Eggs",
115
- "file": "EasterEggs"
116
  },
117
  {
118
- "name": "Game World Navigation",
119
- "file": "GameWorldNavigation"
120
  },
121
  {
122
- "name": "Consistent Reality Logic",
123
- "file": "ConsistentRealityLogic"
124
  },
125
  {
126
- "name": "Illusionary Rewards",
127
- "file": "IllusionaryRewards"
128
  },
129
  {
130
- "name": "Outstanding Features",
131
- "file": "OutstandingFeatures"
132
  },
133
  {
134
- "name": "Achilles' Heels",
135
- "file": "Achilles'Heels"
136
  },
137
  {
138
- "name": "Traces",
139
- "file": "Traces"
140
  },
141
  {
142
- "name": "Red Herrings",
143
- "file": "RedHerrings"
144
  },
145
  {
146
- "name": "Unknown Goals",
147
- "file": "UnknownGoals"
148
  },
149
  {
150
- "name": "Exploration",
151
- "file": "Exploration"
152
  }
153
  ],
154
  "pattern_id": "Clues",
155
  "playable_concept": "Not available yet",
156
  "metadata": {
157
- "version": "1.2.2",
158
  "date_processed": "2025-04-26",
159
  "source_file": "Clues.htm",
160
- "converter_version": "1.2.2"
161
  }
162
  }
 
59
  "label": "5. Game Design Patterns for Game Elements",
60
  "pattern_links": [
61
  {
62
+ "name": "Tension",
63
+ "file": "Tension"
64
  },
65
  {
66
+ "name": "Imperfect Information",
67
+ "file": "ImperfectInformation"
68
  },
69
  {
70
+ "name": "Achilles' Heels",
71
+ "file": "Achilles'Heels"
72
  },
73
  {
74
+ "name": "Levels",
75
+ "file": "Levels"
76
  },
77
  {
78
+ "name": "Smooth Learning Curves",
79
+ "file": "SmoothLearningCurves"
80
  },
81
  {
82
  "name": "Helpers",
83
  "file": "Helpers"
84
  },
85
  {
86
+ "name": "Easter Eggs",
87
+ "file": "EasterEggs"
88
  },
89
  {
90
+ "name": "Consistent Reality Logic",
91
+ "file": "ConsistentRealityLogic"
92
  },
93
  {
94
+ "name": "Game World Navigation",
95
+ "file": "GameWorldNavigation"
96
  },
97
  {
98
+ "name": "Alternative Reality",
99
+ "file": "AlternativeReality"
100
  },
101
  {
102
+ "name": "Exploration",
103
+ "file": "Exploration"
104
  },
105
  {
106
+ "name": "Emotional Immersion",
107
+ "file": "EmotionalImmersion"
108
  },
109
  {
110
+ "name": "Outstanding Features",
111
+ "file": "OutstandingFeatures"
112
  },
113
  {
114
+ "name": "Red Herrings",
115
+ "file": "RedHerrings"
116
  },
117
  {
118
+ "name": "Illusionary Rewards",
119
+ "file": "IllusionaryRewards"
120
  },
121
  {
122
+ "name": "Indirect Information",
123
+ "file": "IndirectInformation"
124
  },
125
  {
126
+ "name": "Direct Information",
127
+ "file": "DirectInformation"
128
  },
129
  {
130
+ "name": "Right Level of Difficulty",
131
+ "file": "RightLevelofDifficulty"
132
  },
133
  {
134
+ "name": "Unknown Goals",
135
+ "file": "UnknownGoals"
136
  },
137
  {
138
+ "name": "Gain Ownership",
139
+ "file": "GainOwnership"
140
  },
141
  {
142
+ "name": "Traces",
143
+ "file": "Traces"
144
  },
145
  {
146
+ "name": "Narrative Structures",
147
+ "file": "NarrativeStructures"
148
  },
149
  {
150
+ "name": "Resources",
151
+ "file": "Resources"
152
  }
153
  ],
154
  "pattern_id": "Clues",
155
  "playable_concept": "Not available yet",
156
  "metadata": {
157
+ "version": "1.2.2.2",
158
  "date_processed": "2025-04-26",
159
  "source_file": "Clues.htm",
160
+ "converter_version": "1.2.2.2"
161
  }
162
  }
CognitiveImmersion.json CHANGED
@@ -61,124 +61,124 @@
61
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
62
  "pattern_links": [
63
  {
64
- "name": "Predictable Consequences",
65
- "file": "PredictableConsequences"
66
  },
67
  {
68
- "name": "Budgeted Action Points",
69
- "file": "BudgetedActionPoints"
70
  },
71
  {
72
- "name": "Limited Planning Ability",
73
- "file": "LimitedPlanningAbility"
74
  },
75
  {
76
- "name": "Emotional Immersion",
77
- "file": "EmotionalImmersion"
78
  },
79
  {
80
- "name": "Stimulated Planning",
81
- "file": "StimulatedPlanning"
82
  },
83
  {
84
- "name": "Right Level of Complexity",
85
- "file": "RightLevelofComplexity"
86
  },
87
  {
88
- "name": "Disruption of Focused Attention",
89
- "file": "DisruptionofFocusedAttention"
90
  },
91
  {
92
- "name": "Puzzle Solving",
93
- "file": "PuzzleSolving"
94
  },
95
  {
96
- "name": "Attention Swapping",
97
- "file": "AttentionSwapping"
98
  },
99
  {
100
- "name": "Tradeoffs",
101
- "file": "Tradeoffs"
102
  },
103
  {
104
- "name": "Immersion",
105
- "file": "Immersion"
106
  },
107
  {
108
- "name": "Resource Management",
109
- "file": "ResourceManagement"
110
  },
111
  {
112
  "name": "Downtime",
113
  "file": "Downtime"
114
  },
115
  {
116
- "name": "Analysis Paralysis",
117
- "file": "AnalysisParalysis"
118
  },
119
  {
120
- "name": "Anticipation",
121
- "file": "Anticipation"
122
  },
123
  {
124
- "name": "Game World Navigation",
125
- "file": "GameWorldNavigation"
126
  },
127
  {
128
- "name": "Surprises",
129
- "file": "Surprises"
130
  },
131
  {
132
- "name": "Consistent Reality Logic",
133
- "file": "ConsistentRealityLogic"
134
  },
135
  {
136
- "name": "Extra-Game Actions",
137
- "file": "Extra-GameActions"
138
  },
139
  {
140
- "name": "Experimenting",
141
- "file": "Experimenting"
142
  },
143
  {
144
- "name": "Risk/Reward",
145
- "file": "RiskReward"
146
  },
147
  {
148
- "name": "Game State Overview",
149
- "file": "GameStateOverview"
 
 
 
 
150
  },
151
  {
152
  "name": "Book-Keeping Tokens",
153
  "file": "Book-KeepingTokens"
154
  },
155
  {
156
- "name": "Memorizing",
157
- "file": "Memorizing"
158
  },
159
  {
160
- "name": "Focus Loci",
161
- "file": "FocusLoci"
162
  },
163
  {
164
- "name": "Freedom of Choice",
165
- "file": "FreedomofChoice"
166
  },
167
  {
168
  "name": "Constructive Play",
169
  "file": "ConstructivePlay"
170
- },
171
- {
172
- "name": "Replayability",
173
- "file": "Replayability"
174
  }
175
  ],
176
  "pattern_id": "CognitiveImmersion",
177
  "playable_concept": "Not available yet",
178
  "metadata": {
179
- "version": "1.2.2",
180
  "date_processed": "2025-04-26",
181
  "source_file": "CognitiveImmersion.htm",
182
- "converter_version": "1.2.2"
183
  }
184
  }
 
61
  "label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
62
  "pattern_links": [
63
  {
64
+ "name": "Analysis Paralysis",
65
+ "file": "AnalysisParalysis"
66
  },
67
  {
68
+ "name": "Memorizing",
69
+ "file": "Memorizing"
70
  },
71
  {
72
+ "name": "Risk/Reward",
73
+ "file": "RiskReward"
74
  },
75
  {
76
+ "name": "Freedom of Choice",
77
+ "file": "FreedomofChoice"
78
  },
79
  {
80
+ "name": "Tradeoffs",
81
+ "file": "Tradeoffs"
82
  },
83
  {
84
+ "name": "Replayability",
85
+ "file": "Replayability"
86
  },
87
  {
88
+ "name": "Game State Overview",
89
+ "file": "GameStateOverview"
90
  },
91
  {
92
+ "name": "Limited Planning Ability",
93
+ "file": "LimitedPlanningAbility"
94
  },
95
  {
96
+ "name": "Puzzle Solving",
97
+ "file": "PuzzleSolving"
98
  },
99
  {
100
+ "name": "Stimulated Planning",
101
+ "file": "StimulatedPlanning"
102
  },
103
  {
104
+ "name": "Extra-Game Actions",
105
+ "file": "Extra-GameActions"
106
  },
107
  {
108
+ "name": "Anticipation",
109
+ "file": "Anticipation"
110
  },
111
  {
112
  "name": "Downtime",
113
  "file": "Downtime"
114
  },
115
  {
116
+ "name": "Immersion",
117
+ "file": "Immersion"
118
  },
119
  {
120
+ "name": "Disruption of Focused Attention",
121
+ "file": "DisruptionofFocusedAttention"
122
  },
123
  {
124
+ "name": "Consistent Reality Logic",
125
+ "file": "ConsistentRealityLogic"
126
  },
127
  {
128
+ "name": "Predictable Consequences",
129
+ "file": "PredictableConsequences"
130
  },
131
  {
132
+ "name": "Game World Navigation",
133
+ "file": "GameWorldNavigation"
134
  },
135
  {
136
+ "name": "Attention Swapping",
137
+ "file": "AttentionSwapping"
138
  },
139
  {
140
+ "name": "Budgeted Action Points",
141
+ "file": "BudgetedActionPoints"
142
  },
143
  {
144
+ "name": "Emotional Immersion",
145
+ "file": "EmotionalImmersion"
146
  },
147
  {
148
+ "name": "Focus Loci",
149
+ "file": "FocusLoci"
150
+ },
151
+ {
152
+ "name": "Right Level of Complexity",
153
+ "file": "RightLevelofComplexity"
154
  },
155
  {
156
  "name": "Book-Keeping Tokens",
157
  "file": "Book-KeepingTokens"
158
  },
159
  {
160
+ "name": "Surprises",
161
+ "file": "Surprises"
162
  },
163
  {
164
+ "name": "Experimenting",
165
+ "file": "Experimenting"
166
  },
167
  {
168
+ "name": "Resource Management",
169
+ "file": "ResourceManagement"
170
  },
171
  {
172
  "name": "Constructive Play",
173
  "file": "ConstructivePlay"
 
 
 
 
174
  }
175
  ],
176
  "pattern_id": "CognitiveImmersion",
177
  "playable_concept": "Not available yet",
178
  "metadata": {
179
+ "version": "1.2.2.2",
180
  "date_processed": "2025-04-26",
181
  "source_file": "CognitiveImmersion.htm",
182
+ "converter_version": "1.2.2.2"
183
  }
184
  }
CollaborativeActions.json CHANGED
@@ -14,8 +14,8 @@
14
  "consequences": [
15
  "All [[Collaborative Actions]] can be seen as forms of [[Combos]] performed by several players, [[Avatars]], or [[Units]] rather than one. Making [[Collaborative Actions]] possible often requires [[Negotiation]] as [[Extra-Game Actions]] which include [[Stimulated Planning]] and determining the [[Timing]] of when the actions are to be performed. This planning creates [[Social Interaction]] and is a basis for [[Cooperation]] and [[Constructive Play]], although this can be modulated by [[Competition]] between the cooperating players or the possibility of [[Betrayal]], especially when [[Delayed Reciprocity]] or [[Individual Rewards]] are used. As such, [[Collaborative Actions]] are common in [[Team Play]] are can show [[Perceivable Margins]] in players' intentions. Being able to coordinate [[Collaborative Actions]] is often a form of [[Game Mastery]].",
16
  "[[Collaborative Actions]] limit [[Freedom of Choice]] of individual players since they require other players to share the intentions or they require greater use of resource compared to actions that do not require collaboration. This is especially true when the [[Collaborative Actions]] are also [[Extended Actions]], in which case the actions can be seen as a form of [[Committed Goals]].",
17
- "[[Collaborative Actions]] do not have to be made by means of formalized [[Team Play]], but performing them at least creates [[Dynamic Alliances]] while the actions are being performed. They can be encouraged by [[Shared Rewards]] or [[Player-Decided Distribution of Rewards & Penalties]]. [[Collaborative Actions]] where the possible [[Reward]] is not a [[Shared Reward]] between the players usually gives rise to [[Delayed Reciprocity]]. These kinds of [[Collaborative Actions]] also give rise to the possibility of [[Betrayal.]] [[Transfer of Control]] which is not based on [[Conflict]] is often based on the [[Collaborative Action]] of [[Negotiation]].",
18
- "When players control several [[Units]], players may be able to do [[Collaborative Actions]] on their own but this requires [[Attention Swapping.]]"
19
  ],
20
  "relations": {
21
  "Instantiates": [
@@ -71,108 +71,112 @@
71
  "label": "10. Game Design Patterns for Social Interaction",
72
  "pattern_links": [
73
  {
74
- "name": "Shared Penalties",
75
- "file": "SharedPenalties"
76
- },
77
- {
78
- "name": "Perceivable Margins",
79
- "file": "PerceivableMargins"
80
- },
81
- {
82
- "name": "Team Play",
83
- "file": "TeamPlay"
84
  },
85
  {
86
  "name": "Player Decided Results",
87
  "file": "PlayerDecidedResults"
88
  },
 
 
 
 
89
  {
90
  "name": "Game Mastery",
91
  "file": "GameMastery"
92
  },
93
  {
94
- "name": "Stimulated Planning",
95
- "file": "StimulatedPlanning"
96
  },
97
  {
98
- "name": "Bidding",
99
- "file": "Bidding"
100
  },
101
  {
102
- "name": "Committed Goals",
103
- "file": "CommittedGoals"
104
  },
105
  {
106
- "name": "Conflict",
107
- "file": "Conflict"
108
  },
109
  {
110
- "name": "Team Balance",
111
- "file": "TeamBalance"
112
  },
113
  {
114
- "name": "Social Interaction",
115
- "file": "SocialInteraction"
116
  },
117
  {
118
- "name": "Delayed Reciprocity",
119
- "file": "DelayedReciprocity"
120
  },
121
  {
122
- "name": "Attention Swapping",
123
- "file": "AttentionSwapping"
124
  },
125
  {
126
- "name": "Transfer of Control",
127
- "file": "TransferofControl"
128
  },
129
  {
130
- "name": "Asymmetric Abilities",
131
- "file": "AsymmetricAbilities"
132
  },
133
  {
134
  "name": "Cooperation",
135
  "file": "Cooperation"
136
  },
137
  {
138
- "name": "Combat",
139
- "file": "Combat"
140
  },
141
  {
142
- "name": "Shared Rewards",
143
- "file": "SharedRewards"
144
  },
145
  {
146
- "name": "Dynamic Alliances",
147
- "file": "DynamicAlliances"
148
  },
149
  {
150
- "name": "Incompatible Goals",
151
- "file": "IncompatibleGoals"
 
 
 
 
152
  },
153
  {
154
  "name": "Trading",
155
  "file": "Trading"
156
  },
157
  {
158
- "name": "Combos",
159
- "file": "Combos"
160
  },
161
  {
162
- "name": "Player-Decided Distribution of Rewards & Penalties",
163
- "file": "Player-DecidedDistributionofRewards&Penalties"
164
  },
165
  {
166
  "name": "Betrayal",
167
  "file": "Betrayal"
168
  },
169
  {
170
- "name": "Competition",
171
- "file": "Competition"
172
  },
173
  {
174
- "name": "Extra-Game Actions",
175
- "file": "Extra-GameActions"
 
 
 
 
176
  },
177
  {
178
  "name": "Negotiation",
@@ -183,32 +187,28 @@
183
  "file": "ExtendedActions"
184
  },
185
  {
186
- "name": "Individual Rewards",
187
- "file": "IndividualRewards"
188
- },
189
- {
190
- "name": "Goal Points",
191
- "file": "GoalPoints"
192
  },
193
  {
194
- "name": "Freedom of Choice",
195
- "file": "FreedomofChoice"
196
  },
197
  {
198
  "name": "Constructive Play",
199
  "file": "ConstructivePlay"
200
  },
201
  {
202
- "name": "Timing",
203
- "file": "Timing"
204
  }
205
  ],
206
  "pattern_id": "CollaborativeActions",
207
  "playable_concept": "Not available yet",
208
  "metadata": {
209
- "version": "1.2.2",
210
  "date_processed": "2025-04-26",
211
  "source_file": "CollaborativeActions.htm",
212
- "converter_version": "1.2.2"
213
  }
214
  }
 
14
  "consequences": [
15
  "All [[Collaborative Actions]] can be seen as forms of [[Combos]] performed by several players, [[Avatars]], or [[Units]] rather than one. Making [[Collaborative Actions]] possible often requires [[Negotiation]] as [[Extra-Game Actions]] which include [[Stimulated Planning]] and determining the [[Timing]] of when the actions are to be performed. This planning creates [[Social Interaction]] and is a basis for [[Cooperation]] and [[Constructive Play]], although this can be modulated by [[Competition]] between the cooperating players or the possibility of [[Betrayal]], especially when [[Delayed Reciprocity]] or [[Individual Rewards]] are used. As such, [[Collaborative Actions]] are common in [[Team Play]] are can show [[Perceivable Margins]] in players' intentions. Being able to coordinate [[Collaborative Actions]] is often a form of [[Game Mastery]].",
16
  "[[Collaborative Actions]] limit [[Freedom of Choice]] of individual players since they require other players to share the intentions or they require greater use of resource compared to actions that do not require collaboration. This is especially true when the [[Collaborative Actions]] are also [[Extended Actions]], in which case the actions can be seen as a form of [[Committed Goals]].",
17
+ "[[Collaborative Actions]] do not have to be made by means of formalized [[Team Play]], but performing them at least creates [[Dynamic Alliances]] while the actions are being performed. They can be encouraged by [[Shared Rewards]] or [[Player-Decided Distribution of Rewards & Penalties]]. [[Collaborative Actions]] where the possible [[Reward]] is not a [[Shared Reward]] between the players usually gives rise to [[Delayed Reciprocity]]. These kinds of [[Collaborative Actions]] also give rise to the possibility of [[Betrayal]]. [[Transfer of Control]] which is not based on [[Conflict]] is often based on the [[Collaborative Action]] of [[Negotiation]].",
18
+ "When players control several [[Units]], players may be able to do [[Collaborative Actions]] on their own but this requires [[Attention Swapping]]."
19
  ],
20
  "relations": {
21
  "Instantiates": [
 
71
  "label": "10. Game Design Patterns for Social Interaction",
72
  "pattern_links": [
73
  {
74
+ "name": "Timing",
75
+ "file": "Timing"
 
 
 
 
 
 
 
 
76
  },
77
  {
78
  "name": "Player Decided Results",
79
  "file": "PlayerDecidedResults"
80
  },
81
+ {
82
+ "name": "Freedom of Choice",
83
+ "file": "FreedomofChoice"
84
+ },
85
  {
86
  "name": "Game Mastery",
87
  "file": "GameMastery"
88
  },
89
  {
90
+ "name": "Combat",
91
+ "file": "Combat"
92
  },
93
  {
94
+ "name": "Team Play",
95
+ "file": "TeamPlay"
96
  },
97
  {
98
+ "name": "Goal Points",
99
+ "file": "GoalPoints"
100
  },
101
  {
102
+ "name": "Stimulated Planning",
103
+ "file": "StimulatedPlanning"
104
  },
105
  {
106
+ "name": "Committed Goals",
107
+ "file": "CommittedGoals"
108
  },
109
  {
110
+ "name": "Extra-Game Actions",
111
+ "file": "Extra-GameActions"
112
  },
113
  {
114
+ "name": "Player-Decided Distribution of Rewards & Penalties",
115
+ "file": "Player-DecidedDistributionofRewards&Penalties"
116
  },
117
  {
118
+ "name": "Combos",
119
+ "file": "Combos"
120
  },
121
  {
122
+ "name": "Bidding",
123
+ "file": "Bidding"
124
  },
125
  {
126
+ "name": "Attention Swapping",
127
+ "file": "AttentionSwapping"
128
  },
129
  {
130
  "name": "Cooperation",
131
  "file": "Cooperation"
132
  },
133
  {
134
+ "name": "Shared Penalties",
135
+ "file": "SharedPenalties"
136
  },
137
  {
138
+ "name": "Incompatible Goals",
139
+ "file": "IncompatibleGoals"
140
  },
141
  {
142
+ "name": "Perceivable Margins",
143
+ "file": "PerceivableMargins"
144
  },
145
  {
146
+ "name": "Individual Rewards",
147
+ "file": "IndividualRewards"
148
+ },
149
+ {
150
+ "name": "Transfer of Control",
151
+ "file": "TransferofControl"
152
  },
153
  {
154
  "name": "Trading",
155
  "file": "Trading"
156
  },
157
  {
158
+ "name": "Team Balance",
159
+ "file": "TeamBalance"
160
  },
161
  {
162
+ "name": "Delayed Reciprocity",
163
+ "file": "DelayedReciprocity"
164
  },
165
  {
166
  "name": "Betrayal",
167
  "file": "Betrayal"
168
  },
169
  {
170
+ "name": "Dynamic Alliances",
171
+ "file": "DynamicAlliances"
172
  },
173
  {
174
+ "name": "Social Interaction",
175
+ "file": "SocialInteraction"
176
+ },
177
+ {
178
+ "name": "Shared Rewards",
179
+ "file": "SharedRewards"
180
  },
181
  {
182
  "name": "Negotiation",
 
187
  "file": "ExtendedActions"
188
  },
189
  {
190
+ "name": "Asymmetric Abilities",
191
+ "file": "AsymmetricAbilities"
 
 
 
 
192
  },
193
  {
194
+ "name": "Competition",
195
+ "file": "Competition"
196
  },
197
  {
198
  "name": "Constructive Play",
199
  "file": "ConstructivePlay"
200
  },
201
  {
202
+ "name": "Conflict",
203
+ "file": "Conflict"
204
  }
205
  ],
206
  "pattern_id": "CollaborativeActions",
207
  "playable_concept": "Not available yet",
208
  "metadata": {
209
+ "version": "1.2.2.2",
210
  "date_processed": "2025-04-26",
211
  "source_file": "CollaborativeActions.htm",
212
+ "converter_version": "1.2.2.2"
213
  }
214
  }
Collecting.json CHANGED
@@ -46,72 +46,72 @@
46
  "label": "8. Actions and Events Patterns",
47
  "pattern_links": [
48
  {
49
- "name": "Geometric Rewards for Investments",
50
- "file": "GeometricRewardsforInvestments"
51
  },
52
  {
53
- "name": "Rewards",
54
- "file": "Rewards"
55
  },
56
  {
57
- "name": "Hierarchy of Goals",
58
- "file": "HierarchyofGoals"
59
  },
60
  {
61
- "name": "Character Development",
62
- "file": "CharacterDevelopment"
63
  },
64
  {
65
- "name": "Resources",
66
- "file": "Resources"
67
  },
68
  {
69
- "name": "Pick-Ups",
70
- "file": "Pick-Ups"
71
  },
72
  {
73
- "name": "Collection",
74
- "file": "Collection"
75
  },
76
  {
77
- "name": "Player Defined Goals",
78
- "file": "PlayerDefinedGoals"
79
  },
80
  {
81
- "name": "Maneuvering",
82
- "file": "Maneuvering"
83
  },
84
  {
85
- "name": "Tools",
86
- "file": "Tools"
87
  },
88
  {
89
- "name": "Power-Ups",
90
- "file": "Power-Ups"
91
  },
92
  {
93
- "name": "Score",
94
- "file": "Score"
95
  },
96
  {
97
- "name": "Movement",
98
- "file": "Movement"
99
  },
100
  {
101
- "name": "Transfer of Control",
102
- "file": "TransferofControl"
103
  },
104
  {
105
- "name": "Herd",
106
- "file": "Herd"
107
  }
108
  ],
109
  "pattern_id": "Collecting",
110
  "playable_concept": "Not available yet",
111
  "metadata": {
112
- "version": "1.2.2",
113
  "date_processed": "2025-04-26",
114
  "source_file": "Collecting.htm",
115
- "converter_version": "1.2.2"
116
  }
117
  }
 
46
  "label": "8. Actions and Events Patterns",
47
  "pattern_links": [
48
  {
49
+ "name": "Power-Ups",
50
+ "file": "Power-Ups"
51
  },
52
  {
53
+ "name": "Tools",
54
+ "file": "Tools"
55
  },
56
  {
57
+ "name": "Rewards",
58
+ "file": "Rewards"
59
  },
60
  {
61
+ "name": "Transfer of Control",
62
+ "file": "TransferofControl"
63
  },
64
  {
65
+ "name": "Maneuvering",
66
+ "file": "Maneuvering"
67
  },
68
  {
69
+ "name": "Hierarchy of Goals",
70
+ "file": "HierarchyofGoals"
71
  },
72
  {
73
+ "name": "Movement",
74
+ "file": "Movement"
75
  },
76
  {
77
+ "name": "Pick-Ups",
78
+ "file": "Pick-Ups"
79
  },
80
  {
81
+ "name": "Geometric Rewards for Investments",
82
+ "file": "GeometricRewardsforInvestments"
83
  },
84
  {
85
+ "name": "Score",
86
+ "file": "Score"
87
  },
88
  {
89
+ "name": "Character Development",
90
+ "file": "CharacterDevelopment"
91
  },
92
  {
93
+ "name": "Herd",
94
+ "file": "Herd"
95
  },
96
  {
97
+ "name": "Player Defined Goals",
98
+ "file": "PlayerDefinedGoals"
99
  },
100
  {
101
+ "name": "Collection",
102
+ "file": "Collection"
103
  },
104
  {
105
+ "name": "Resources",
106
+ "file": "Resources"
107
  }
108
  ],
109
  "pattern_id": "Collecting",
110
  "playable_concept": "Not available yet",
111
  "metadata": {
112
+ "version": "1.2.2.2",
113
  "date_processed": "2025-04-26",
114
  "source_file": "Collecting.htm",
115
+ "converter_version": "1.2.2.2"
116
  }
117
  }
Collection.json CHANGED
@@ -43,56 +43,56 @@
43
  "label": "11. Game Design Patterns for Goals",
44
  "pattern_links": [
45
  {
46
- "name": "Save Points",
47
- "file": "SavePoints"
48
  },
49
  {
50
- "name": "Team Elimination",
51
- "file": "TeamElimination"
52
  },
53
  {
54
- "name": "Gain Ownership",
55
- "file": "GainOwnership"
56
  },
57
  {
58
- "name": "Configuration",
59
- "file": "Configuration"
60
  },
61
  {
62
- "name": "Pick-Ups",
63
- "file": "Pick-Ups"
64
  },
65
  {
66
- "name": "Dynamic Goal Characteristics",
67
- "file": "DynamicGoalCharacteristics"
68
  },
69
  {
70
- "name": "Collecting",
71
- "file": "Collecting"
72
  },
73
  {
74
- "name": "Narrative Structures",
75
- "file": "NarrativeStructures"
76
  },
77
  {
78
- "name": "Transfer of Control",
79
- "file": "TransferofControl"
80
  },
81
  {
82
- "name": "Last Man Standing",
83
- "file": "LastManStanding"
84
  },
85
  {
86
- "name": "Ownership",
87
- "file": "Ownership"
88
  }
89
  ],
90
  "pattern_id": "Collection",
91
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1779901",
92
  "metadata": {
93
- "version": "1.2.2",
94
  "date_processed": "2025-04-26",
95
  "source_file": "Collection.htm",
96
- "converter_version": "1.2.2"
97
  }
98
  }
 
43
  "label": "11. Game Design Patterns for Goals",
44
  "pattern_links": [
45
  {
46
+ "name": "Last Man Standing",
47
+ "file": "LastManStanding"
48
  },
49
  {
50
+ "name": "Transfer of Control",
51
+ "file": "TransferofControl"
52
  },
53
  {
54
+ "name": "Collecting",
55
+ "file": "Collecting"
56
  },
57
  {
58
+ "name": "Save Points",
59
+ "file": "SavePoints"
60
  },
61
  {
62
+ "name": "Narrative Structures",
63
+ "file": "NarrativeStructures"
64
  },
65
  {
66
+ "name": "Ownership",
67
+ "file": "Ownership"
68
  },
69
  {
70
+ "name": "Team Elimination",
71
+ "file": "TeamElimination"
72
  },
73
  {
74
+ "name": "Pick-Ups",
75
+ "file": "Pick-Ups"
76
  },
77
  {
78
+ "name": "Dynamic Goal Characteristics",
79
+ "file": "DynamicGoalCharacteristics"
80
  },
81
  {
82
+ "name": "Configuration",
83
+ "file": "Configuration"
84
  },
85
  {
86
+ "name": "Gain Ownership",
87
+ "file": "GainOwnership"
88
  }
89
  ],
90
  "pattern_id": "Collection",
91
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1779901",
92
  "metadata": {
93
+ "version": "1.2.2.2",
94
  "date_processed": "2025-04-26",
95
  "source_file": "Collection.htm",
96
+ "converter_version": "1.2.2.2"
97
  }
98
  }
Combat.json CHANGED
@@ -65,28 +65,20 @@
65
  "label": "8. Actions and Events Patterns",
66
  "pattern_links": [
67
  {
68
- "name": "Area Control",
69
- "file": "AreaControl"
70
- },
71
- {
72
- "name": "Strategic Locations",
73
- "file": "StrategicLocations"
74
- },
75
- {
76
- "name": "Dedicated Game Facilitators",
77
- "file": "DedicatedGameFacilitators"
78
  },
79
  {
80
- "name": "Perceivable Margins",
81
- "file": "PerceivableMargins"
82
  },
83
  {
84
- "name": "Budgeted Action Points",
85
- "file": "BudgetedActionPoints"
86
  },
87
  {
88
- "name": "Lives",
89
- "file": "Lives"
90
  },
91
  {
92
  "name": "Imperfect Information",
@@ -97,112 +89,120 @@
97
  "file": "Real-TimeGames"
98
  },
99
  {
100
- "name": "Dice",
101
- "file": "Dice"
102
- },
103
- {
104
- "name": "Conflict",
105
- "file": "Conflict"
106
- },
107
- {
108
- "name": "Collaborative Actions",
109
- "file": "CollaborativeActions"
110
  },
111
  {
112
- "name": "Attention Swapping",
113
- "file": "AttentionSwapping"
114
  },
115
  {
116
- "name": "Higher-Level Closures as Gameplay Progresses",
117
- "file": "Higher-LevelClosuresasGameplayProgresses"
118
  },
119
  {
120
  "name": "Capture",
121
  "file": "Capture"
122
  },
123
  {
124
- "name": "Tension",
125
- "file": "Tension"
126
  },
127
  {
128
- "name": "Tradeoffs",
129
- "file": "Tradeoffs"
130
  },
131
  {
132
- "name": "Randomness",
133
- "file": "Randomness"
134
  },
135
  {
136
- "name": "Turn-Based Games",
137
- "file": "Turn-BasedGames"
138
  },
139
  {
140
  "name": "Eliminate",
141
  "file": "Eliminate"
142
  },
143
  {
144
- "name": "Avatars",
145
- "file": "Avatars"
146
- },
147
- {
148
- "name": "Resource Management",
149
- "file": "ResourceManagement"
150
  },
151
  {
152
- "name": "Damage",
153
- "file": "Damage"
154
  },
155
  {
156
- "name": "Combos",
157
- "file": "Combos"
158
  },
159
  {
160
- "name": "Aim & Shoot",
161
- "file": "Aim&Shoot"
162
  },
163
  {
164
- "name": "Risk/Reward",
165
- "file": "RiskReward"
166
  },
167
  {
168
- "name": "Privileged Abilities",
169
- "file": "PrivilegedAbilities"
170
  },
171
  {
172
  "name": "Enemies",
173
  "file": "Enemies"
174
  },
 
 
 
 
175
  {
176
  "name": "Player Elimination",
177
  "file": "PlayerElimination"
178
  },
179
  {
180
- "name": "Units",
181
- "file": "Units"
182
  },
183
  {
184
- "name": "Dexterity-Based Actions",
185
- "file": "Dexterity-BasedActions"
186
  },
187
  {
188
- "name": "Achilles' Heels",
189
- "file": "Achilles'Heels"
190
  },
191
  {
192
- "name": "Tournaments",
193
- "file": "Tournaments"
194
  },
195
  {
196
- "name": "Timing",
197
- "file": "Timing"
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
198
  }
199
  ],
200
  "pattern_id": "Combat",
201
  "playable_concept": "Not available yet",
202
  "metadata": {
203
- "version": "1.2.2",
204
  "date_processed": "2025-04-26",
205
  "source_file": "Combat.htm",
206
- "converter_version": "1.2.2"
207
  }
208
  }
 
65
  "label": "8. Actions and Events Patterns",
66
  "pattern_links": [
67
  {
68
+ "name": "Timing",
69
+ "file": "Timing"
 
 
 
 
 
 
 
 
70
  },
71
  {
72
+ "name": "Units",
73
+ "file": "Units"
74
  },
75
  {
76
+ "name": "Tension",
77
+ "file": "Tension"
78
  },
79
  {
80
+ "name": "Risk/Reward",
81
+ "file": "RiskReward"
82
  },
83
  {
84
  "name": "Imperfect Information",
 
89
  "file": "Real-TimeGames"
90
  },
91
  {
92
+ "name": "Achilles' Heels",
93
+ "file": "Achilles'Heels"
 
 
 
 
 
 
 
 
94
  },
95
  {
96
+ "name": "Damage",
97
+ "file": "Damage"
98
  },
99
  {
100
+ "name": "Dice",
101
+ "file": "Dice"
102
  },
103
  {
104
  "name": "Capture",
105
  "file": "Capture"
106
  },
107
  {
108
+ "name": "Dexterity-Based Actions",
109
+ "file": "Dexterity-BasedActions"
110
  },
111
  {
112
+ "name": "Area Control",
113
+ "file": "AreaControl"
114
  },
115
  {
116
+ "name": "Combos",
117
+ "file": "Combos"
118
  },
119
  {
120
+ "name": "Attention Swapping",
121
+ "file": "AttentionSwapping"
122
  },
123
  {
124
  "name": "Eliminate",
125
  "file": "Eliminate"
126
  },
127
  {
128
+ "name": "Budgeted Action Points",
129
+ "file": "BudgetedActionPoints"
 
 
 
 
130
  },
131
  {
132
+ "name": "Avatars",
133
+ "file": "Avatars"
134
  },
135
  {
136
+ "name": "Perceivable Margins",
137
+ "file": "PerceivableMargins"
138
  },
139
  {
140
+ "name": "Higher-Level Closures as Gameplay Progresses",
141
+ "file": "Higher-LevelClosuresasGameplayProgresses"
142
  },
143
  {
144
+ "name": "Tournaments",
145
+ "file": "Tournaments"
146
  },
147
  {
148
+ "name": "Randomness",
149
+ "file": "Randomness"
150
  },
151
  {
152
  "name": "Enemies",
153
  "file": "Enemies"
154
  },
155
+ {
156
+ "name": "Dedicated Game Facilitators",
157
+ "file": "DedicatedGameFacilitators"
158
+ },
159
  {
160
  "name": "Player Elimination",
161
  "file": "PlayerElimination"
162
  },
163
  {
164
+ "name": "Lives",
165
+ "file": "Lives"
166
  },
167
  {
168
+ "name": "Turn-Based Games",
169
+ "file": "Turn-BasedGames"
170
  },
171
  {
172
+ "name": "Privileged Abilities",
173
+ "file": "PrivilegedAbilities"
174
  },
175
  {
176
+ "name": "Strategic Locations",
177
+ "file": "StrategicLocations"
178
  },
179
  {
180
+ "name": "Collaborative Actions",
181
+ "file": "CollaborativeActions"
182
+ },
183
+ {
184
+ "name": "Aim & Shoot",
185
+ "file": "Aim&Shoot"
186
+ },
187
+ {
188
+ "name": "Resource Management",
189
+ "file": "ResourceManagement"
190
+ },
191
+ {
192
+ "name": "Tradeoffs",
193
+ "file": "Tradeoffs"
194
+ },
195
+ {
196
+ "name": "Conflict",
197
+ "file": "Conflict"
198
  }
199
  ],
200
  "pattern_id": "Combat",
201
  "playable_concept": "Not available yet",
202
  "metadata": {
203
+ "version": "1.2.2.2",
204
  "date_processed": "2025-04-26",
205
  "source_file": "Combat.htm",
206
+ "converter_version": "1.2.2.2"
207
  }
208
  }
Combos.json CHANGED
@@ -50,92 +50,92 @@
50
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
51
  "pattern_links": [
52
  {
53
- "name": "Progress Indicators",
54
- "file": "ProgressIndicators"
55
- },
56
- {
57
- "name": "Configuration",
58
- "file": "Configuration"
59
- },
60
- {
61
- "name": "Extra-Game Information",
62
- "file": "Extra-GameInformation"
63
  },
64
  {
65
- "name": "Penalties",
66
- "file": "Penalties"
67
  },
68
  {
69
- "name": "Interruptible Actions",
70
- "file": "InterruptibleActions"
71
  },
72
  {
73
- "name": "Right Level of Complexity",
74
- "file": "RightLevelofComplexity"
75
  },
76
  {
77
  "name": "Smooth Learning Curves",
78
  "file": "SmoothLearningCurves"
79
  },
80
  {
81
- "name": "Collaborative Actions",
82
- "file": "CollaborativeActions"
83
  },
84
  {
85
- "name": "Geometric Rewards for Investments",
86
- "file": "GeometricRewardsforInvestments"
87
  },
88
  {
89
- "name": "Orthogonal Unit Differentiation",
90
- "file": "OrthogonalUnitDifferentiation"
91
  },
92
  {
93
- "name": "Combat",
94
- "file": "Combat"
95
  },
96
  {
97
- "name": "Rhythm-Based Actions",
98
- "file": "Rhythm-BasedActions"
99
  },
100
  {
101
  "name": "Strategic Knowledge",
102
  "file": "StrategicKnowledge"
103
  },
104
  {
105
- "name": "Extra-Game Actions",
106
- "file": "Extra-GameActions"
107
  },
108
  {
109
- "name": "Experimenting",
110
- "file": "Experimenting"
111
  },
112
  {
113
- "name": "Privileged Abilities",
114
- "file": "PrivilegedAbilities"
115
  },
116
  {
117
- "name": "Illusionary Rewards",
118
- "file": "IllusionaryRewards"
119
  },
120
  {
121
  "name": "Rewards",
122
  "file": "Rewards"
123
  },
 
 
 
 
124
  {
125
  "name": "Extended Actions",
126
  "file": "ExtendedActions"
127
  },
128
  {
129
- "name": "Timing",
130
- "file": "Timing"
 
 
 
 
131
  }
132
  ],
133
  "pattern_id": "Combos",
134
  "playable_concept": "Not available yet",
135
  "metadata": {
136
- "version": "1.2.2",
137
  "date_processed": "2025-04-26",
138
  "source_file": "Combos.htm",
139
- "converter_version": "1.2.2"
140
  }
141
  }
 
50
  "label": "14. Game Design Patterns for Game Mastery and Balancing",
51
  "pattern_links": [
52
  {
53
+ "name": "Timing",
54
+ "file": "Timing"
 
 
 
 
 
 
 
 
55
  },
56
  {
57
+ "name": "Rhythm-Based Actions",
58
+ "file": "Rhythm-BasedActions"
59
  },
60
  {
61
+ "name": "Combat",
62
+ "file": "Combat"
63
  },
64
  {
65
+ "name": "Extra-Game Information",
66
+ "file": "Extra-GameInformation"
67
  },
68
  {
69
  "name": "Smooth Learning Curves",
70
  "file": "SmoothLearningCurves"
71
  },
72
  {
73
+ "name": "Configuration",
74
+ "file": "Configuration"
75
  },
76
  {
77
+ "name": "Extra-Game Actions",
78
+ "file": "Extra-GameActions"
79
  },
80
  {
81
+ "name": "Interruptible Actions",
82
+ "file": "InterruptibleActions"
83
  },
84
  {
85
+ "name": "Geometric Rewards for Investments",
86
+ "file": "GeometricRewardsforInvestments"
87
  },
88
  {
89
+ "name": "Right Level of Complexity",
90
+ "file": "RightLevelofComplexity"
91
  },
92
  {
93
  "name": "Strategic Knowledge",
94
  "file": "StrategicKnowledge"
95
  },
96
  {
97
+ "name": "Illusionary Rewards",
98
+ "file": "IllusionaryRewards"
99
  },
100
  {
101
+ "name": "Penalties",
102
+ "file": "Penalties"
103
  },
104
  {
105
+ "name": "Experimenting",
106
+ "file": "Experimenting"
107
  },
108
  {
109
+ "name": "Progress Indicators",
110
+ "file": "ProgressIndicators"
111
  },
112
  {
113
  "name": "Rewards",
114
  "file": "Rewards"
115
  },
116
+ {
117
+ "name": "Orthogonal Unit Differentiation",
118
+ "file": "OrthogonalUnitDifferentiation"
119
+ },
120
  {
121
  "name": "Extended Actions",
122
  "file": "ExtendedActions"
123
  },
124
  {
125
+ "name": "Privileged Abilities",
126
+ "file": "PrivilegedAbilities"
127
+ },
128
+ {
129
+ "name": "Collaborative Actions",
130
+ "file": "CollaborativeActions"
131
  }
132
  ],
133
  "pattern_id": "Combos",
134
  "playable_concept": "Not available yet",
135
  "metadata": {
136
+ "version": "1.2.2.2",
137
  "date_processed": "2025-04-26",
138
  "source_file": "Combos.htm",
139
+ "converter_version": "1.2.2.2"
140
  }
141
  }
CommittedGoals.json CHANGED
@@ -48,24 +48,24 @@
48
  "label": "12. Game Design Patterns for Goal Structures",
49
  "pattern_links": [
50
  {
51
- "name": "Risk/Reward",
52
- "file": "RiskReward"
53
- },
54
- {
55
- "name": "Area Control",
56
- "file": "AreaControl"
57
  },
58
  {
59
- "name": "Negotiation",
60
- "file": "Negotiation"
61
  },
62
  {
63
  "name": "Rewards",
64
  "file": "Rewards"
65
  },
66
  {
67
- "name": "Gain Information",
68
- "file": "GainInformation"
 
 
 
 
69
  },
70
  {
71
  "name": "Ephemeral Goals",
@@ -76,44 +76,44 @@
76
  "file": "Player-DecidedDistributionofRewards&Penalties"
77
  },
78
  {
79
- "name": "Betrayal",
80
- "file": "Betrayal"
81
  },
82
  {
83
- "name": "Closure Points",
84
- "file": "ClosurePoints"
85
  },
86
  {
87
- "name": "Investments",
88
- "file": "Investments"
89
  },
90
  {
91
- "name": "Collaborative Actions",
92
- "file": "CollaborativeActions"
93
  },
94
  {
95
- "name": "Unknown Goals",
96
- "file": "UnknownGoals"
97
  },
98
  {
99
  "name": "Extra-Game Consequences",
100
  "file": "Extra-GameConsequences"
101
  },
102
  {
103
- "name": "Penalties",
104
- "file": "Penalties"
105
  },
106
  {
107
- "name": "Tradeoffs",
108
- "file": "Tradeoffs"
109
  }
110
  ],
111
  "pattern_id": "CommittedGoals",
112
  "playable_concept": "Not available yet",
113
  "metadata": {
114
- "version": "1.2.2",
115
  "date_processed": "2025-04-26",
116
  "source_file": "CommittedGoals.htm",
117
- "converter_version": "1.2.2"
118
  }
119
  }
 
48
  "label": "12. Game Design Patterns for Goal Structures",
49
  "pattern_links": [
50
  {
51
+ "name": "Closure Points",
52
+ "file": "ClosurePoints"
 
 
 
 
53
  },
54
  {
55
+ "name": "Investments",
56
+ "file": "Investments"
57
  },
58
  {
59
  "name": "Rewards",
60
  "file": "Rewards"
61
  },
62
  {
63
+ "name": "Negotiation",
64
+ "file": "Negotiation"
65
+ },
66
+ {
67
+ "name": "Risk/Reward",
68
+ "file": "RiskReward"
69
  },
70
  {
71
  "name": "Ephemeral Goals",
 
76
  "file": "Player-DecidedDistributionofRewards&Penalties"
77
  },
78
  {
79
+ "name": "Area Control",
80
+ "file": "AreaControl"
81
  },
82
  {
83
+ "name": "Collaborative Actions",
84
+ "file": "CollaborativeActions"
85
  },
86
  {
87
+ "name": "Betrayal",
88
+ "file": "Betrayal"
89
  },
90
  {
91
+ "name": "Penalties",
92
+ "file": "Penalties"
93
  },
94
  {
95
+ "name": "Tradeoffs",
96
+ "file": "Tradeoffs"
97
  },
98
  {
99
  "name": "Extra-Game Consequences",
100
  "file": "Extra-GameConsequences"
101
  },
102
  {
103
+ "name": "Unknown Goals",
104
+ "file": "UnknownGoals"
105
  },
106
  {
107
+ "name": "Gain Information",
108
+ "file": "GainInformation"
109
  }
110
  ],
111
  "pattern_id": "CommittedGoals",
112
  "playable_concept": "Not available yet",
113
  "metadata": {
114
+ "version": "1.2.2.2",
115
  "date_processed": "2025-04-26",
116
  "source_file": "CommittedGoals.htm",
117
+ "converter_version": "1.2.2.2"
118
  }
119
  }
CommunicationChannels.json CHANGED
@@ -42,52 +42,52 @@
42
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
43
  "pattern_links": [
44
  {
45
- "name": "Social Organizations",
46
- "file": "SocialOrganizations"
47
  },
48
  {
49
  "name": "Public Information",
50
  "file": "PublicInformation"
51
  },
52
  {
53
- "name": "Real-Time Games",
54
- "file": "Real-TimeGames"
55
- },
56
- {
57
- "name": "Asynchronous Games",
58
- "file": "AsynchronousGames"
59
- },
60
- {
61
- "name": "Dedicated Game Facilitators",
62
- "file": "DedicatedGameFacilitators"
63
  },
64
  {
65
  "name": "Synchronous Games",
66
  "file": "SynchronousGames"
67
  },
68
  {
69
- "name": "Uncertainty of Information",
70
- "file": "UncertaintyofInformation"
71
  },
72
  {
73
  "name": "Direct Information",
74
  "file": "DirectInformation"
75
  },
76
- {
77
- "name": "Indirect Information",
78
- "file": "IndirectInformation"
79
- },
80
  {
81
  "name": "Asymmetric Abilities",
82
  "file": "AsymmetricAbilities"
 
 
 
 
 
 
 
 
 
 
 
 
83
  }
84
  ],
85
  "pattern_id": "CommunicationChannels",
86
  "playable_concept": "Not available yet",
87
  "metadata": {
88
- "version": "1.2.2",
89
  "date_processed": "2025-04-26",
90
  "source_file": "CommunicationChannels.htm",
91
- "converter_version": "1.2.2"
92
  }
93
  }
 
42
  "label": "7. Game Design Patterns for Information, Communication, and Presentation",
43
  "pattern_links": [
44
  {
45
+ "name": "Uncertainty of Information",
46
+ "file": "UncertaintyofInformation"
47
  },
48
  {
49
  "name": "Public Information",
50
  "file": "PublicInformation"
51
  },
52
  {
53
+ "name": "Social Organizations",
54
+ "file": "SocialOrganizations"
 
 
 
 
 
 
 
 
55
  },
56
  {
57
  "name": "Synchronous Games",
58
  "file": "SynchronousGames"
59
  },
60
  {
61
+ "name": "Indirect Information",
62
+ "file": "IndirectInformation"
63
  },
64
  {
65
  "name": "Direct Information",
66
  "file": "DirectInformation"
67
  },
 
 
 
 
68
  {
69
  "name": "Asymmetric Abilities",
70
  "file": "AsymmetricAbilities"
71
+ },
72
+ {
73
+ "name": "Real-Time Games",
74
+ "file": "Real-TimeGames"
75
+ },
76
+ {
77
+ "name": "Asynchronous Games",
78
+ "file": "AsynchronousGames"
79
+ },
80
+ {
81
+ "name": "Dedicated Game Facilitators",
82
+ "file": "DedicatedGameFacilitators"
83
  }
84
  ],
85
  "pattern_id": "CommunicationChannels",
86
  "playable_concept": "Not available yet",
87
  "metadata": {
88
+ "version": "1.2.2.2",
89
  "date_processed": "2025-04-26",
90
  "source_file": "CommunicationChannels.htm",
91
+ "converter_version": "1.2.2.2"
92
  }
93
  }
CompetenceAreas.json CHANGED
@@ -53,100 +53,100 @@
53
  "label": "10. Game Design Patterns for Social Interaction",
54
  "pattern_links": [
55
  {
56
- "name": "Team Development",
57
- "file": "TeamDevelopment"
58
- },
59
- {
60
- "name": "Social Statuses",
61
- "file": "SocialStatuses"
62
- },
63
- {
64
- "name": "Varied Gameplay",
65
- "file": "VariedGameplay"
66
  },
67
  {
68
  "name": "Team Play",
69
  "file": "TeamPlay"
70
  },
71
  {
72
- "name": "Ability Losses",
73
- "file": "AbilityLosses"
74
  },
75
  {
76
- "name": "Characters",
77
- "file": "Characters"
78
  },
79
  {
80
- "name": "Planned Character Development",
81
- "file": "PlannedCharacterDevelopment"
82
  },
83
  {
84
- "name": "Game Mastery",
85
- "file": "GameMastery"
86
  },
87
  {
88
- "name": "Creative Control",
89
- "file": "CreativeControl"
90
  },
91
  {
92
- "name": "Multiplayer Games",
93
- "file": "MultiplayerGames"
94
  },
95
  {
96
- "name": "Team Balance",
97
- "file": "TeamBalance"
98
  },
99
  {
100
  "name": "New Abilities",
101
  "file": "NewAbilities"
102
  },
103
  {
104
- "name": "Cooperation",
105
- "file": "Cooperation"
106
  },
107
  {
108
- "name": "Social Organizations",
109
- "file": "SocialOrganizations"
110
  },
111
  {
112
- "name": "Orthogonal Unit Differentiation",
113
- "file": "OrthogonalUnitDifferentiation"
114
  },
115
  {
116
  "name": "Dynamic Alliances",
117
  "file": "DynamicAlliances"
118
  },
119
  {
120
- "name": "Empowerment",
121
- "file": "Empowerment"
122
  },
123
  {
124
  "name": "Skills",
125
  "file": "Skills"
126
  },
127
  {
128
- "name": "Polyathlons",
129
- "file": "Polyathlons"
 
 
 
 
130
  },
131
  {
132
  "name": "Privileged Abilities",
133
  "file": "PrivilegedAbilities"
134
  },
135
  {
136
- "name": "Construction",
137
- "file": "Construction"
138
  },
139
  {
140
- "name": "Improved Abilities",
141
- "file": "ImprovedAbilities"
 
 
 
 
142
  }
143
  ],
144
  "pattern_id": "CompetenceAreas",
145
  "playable_concept": "Not available yet",
146
  "metadata": {
147
- "version": "1.2.2",
148
  "date_processed": "2025-04-26",
149
  "source_file": "CompetenceAreas.htm",
150
- "converter_version": "1.2.2"
151
  }
152
  }
 
53
  "label": "10. Game Design Patterns for Social Interaction",
54
  "pattern_links": [
55
  {
56
+ "name": "Game Mastery",
57
+ "file": "GameMastery"
 
 
 
 
 
 
 
 
58
  },
59
  {
60
  "name": "Team Play",
61
  "file": "TeamPlay"
62
  },
63
  {
64
+ "name": "Social Statuses",
65
+ "file": "SocialStatuses"
66
  },
67
  {
68
+ "name": "Social Organizations",
69
+ "file": "SocialOrganizations"
70
  },
71
  {
72
+ "name": "Construction",
73
+ "file": "Construction"
74
  },
75
  {
76
+ "name": "Cooperation",
77
+ "file": "Cooperation"
78
  },
79
  {
80
+ "name": "Team Development",
81
+ "file": "TeamDevelopment"
82
  },
83
  {
84
+ "name": "Improved Abilities",
85
+ "file": "ImprovedAbilities"
86
  },
87
  {
88
+ "name": "Characters",
89
+ "file": "Characters"
90
  },
91
  {
92
  "name": "New Abilities",
93
  "file": "NewAbilities"
94
  },
95
  {
96
+ "name": "Team Balance",
97
+ "file": "TeamBalance"
98
  },
99
  {
100
+ "name": "Ability Losses",
101
+ "file": "AbilityLosses"
102
  },
103
  {
104
+ "name": "Varied Gameplay",
105
+ "file": "VariedGameplay"
106
  },
107
  {
108
  "name": "Dynamic Alliances",
109
  "file": "DynamicAlliances"
110
  },
111
  {
112
+ "name": "Polyathlons",
113
+ "file": "Polyathlons"
114
  },
115
  {
116
  "name": "Skills",
117
  "file": "Skills"
118
  },
119
  {
120
+ "name": "Orthogonal Unit Differentiation",
121
+ "file": "OrthogonalUnitDifferentiation"
122
+ },
123
+ {
124
+ "name": "Multiplayer Games",
125
+ "file": "MultiplayerGames"
126
  },
127
  {
128
  "name": "Privileged Abilities",
129
  "file": "PrivilegedAbilities"
130
  },
131
  {
132
+ "name": "Empowerment",
133
+ "file": "Empowerment"
134
  },
135
  {
136
+ "name": "Creative Control",
137
+ "file": "CreativeControl"
138
+ },
139
+ {
140
+ "name": "Planned Character Development",
141
+ "file": "PlannedCharacterDevelopment"
142
  }
143
  ],
144
  "pattern_id": "CompetenceAreas",
145
  "playable_concept": "Not available yet",
146
  "metadata": {
147
+ "version": "1.2.2.2",
148
  "date_processed": "2025-04-26",
149
  "source_file": "CompetenceAreas.htm",
150
+ "converter_version": "1.2.2.2"
151
  }
152
  }
Competition.json CHANGED
@@ -7,7 +7,7 @@
7
  "using_the_pattern": [
8
  "The easiest form of [[Competition]] is [[Conflict]] with [[Enemies]], but any situation where players have [[Incompatible Goals]], [[Excluding Goals]] (possibly through [[Tiebreakers]]), or [[Rewards]] (especially [[Individual Rewards]]), can cause [[Competition]]. Two forms of [[Competition]] that require [[Conflict]] are [[Overcome]] and [[King of the Hill]]. Examples of [[Competition]] without [[Conflict]] are all forms of [[Races]] without [[Interferable Goals]] or [[Last Man Standing]] goals where the players are not the cause of each others' demise. In these types of [[Competitions]], the players are not each others [[Enemies]], but the game may provide other [[Enemies]] through [[Agents]].",
9
  "Using [[Mutual Goals]] with [[Shared Rewards]] in subgoalsof the [[Competition]] reduces the level of competition between the players, as the players can have [[Cooperation]] with other players in [[Alliances]]. By encouraging Dynamic [[Alliances]], the dynamics of [[Competition]] and [[Cooperation]] usually increase the level of [[Social Interaction]] between the players.",
10
- "How the [[Competition]] ends depends on what criteria the different competitors have. [[Symmetric Goals]] allow players to judge more easily their chance of winning and are often used to create [[Player Balance]] between players. [[Asymmetric Goals]] allow different strategies and can create a more varied gameplay and may also promote temporary alliances, although it may be more difficult to balance the game. Further, players may have [[Unknown Goals,]] which allows for techniques of masquerading one's intentions.",
11
  "If one player is certain to win a [[Competition]], the motivation for other players to continue competing becomes pointless. In the case of subgoals, this can be a temporary setback, which can be offset by winning other [[Competitions]], but if the outcome of the overall game becomes apparent, the motivation for continuing to play the game may become pointless.",
12
  "The final outcome of [[Competition]] varies as well: the winner may gain [[Rewards]] in the form of [[Resources]], information, [[Improved Abilities]], or [[Social Status]]; the loser may similarly lose [[Resources]], suffer [[Ability Losses]], or be excluded from the game through [[Player Elimination]]. Exclusion from the game near the end of the game is usually not a problem, but early exclusion may be. Specific examples of more complex forms of [[Competition]] for subgoals within games include [[Bidding]] and [[Trading]].",
13
  "The use of [[Agents]] allows players to compete without having to risk the social consequences of losing a game to other players. On the other hand, this means loss of opportunities to gain [[Social Status]] by winning the game. The use of [[Ghosts]] has similar effects on [[Competition]] but may still give [[Social Status]], as the results between different players can be compared."
@@ -69,144 +69,144 @@
69
  "label": "10. Game Design Patterns for Social Interaction",
70
  "pattern_links": [
71
  {
72
- "name": "Alliances",
73
- "file": "Alliances"
74
  },
75
  {
76
- "name": "Social Statuses",
77
- "file": "SocialStatuses"
78
  },
79
  {
80
- "name": "King of the Hill",
81
- "file": "KingoftheHill"
82
  },
83
  {
84
  "name": "Race",
85
  "file": "Race"
86
  },
87
  {
88
- "name": "Social Dilemmas",
89
- "file": "SocialDilemmas"
90
- },
91
- {
92
- "name": "Mutual Goals",
93
- "file": "MutualGoals"
94
- },
95
- {
96
- "name": "Bidding",
97
- "file": "Bidding"
98
  },
99
  {
100
- "name": "Ghosts",
101
- "file": "Ghosts"
102
  },
103
  {
104
- "name": "Symmetric Goals",
105
- "file": "SymmetricGoals"
106
  },
107
  {
108
- "name": "Conflict",
109
- "file": "Conflict"
110
  },
111
  {
112
- "name": "Excluding Goals",
113
- "file": "ExcludingGoals"
114
  },
115
  {
116
- "name": "Player Balance",
117
- "file": "PlayerBalance"
118
  },
119
  {
120
- "name": "Social Interaction",
121
- "file": "SocialInteraction"
122
  },
123
  {
124
- "name": "Collaborative Actions",
125
- "file": "CollaborativeActions"
126
  },
127
  {
128
- "name": "Tension",
129
- "file": "Tension"
130
  },
131
  {
132
- "name": "Tiebreakers",
133
- "file": "Tiebreakers"
134
  },
135
  {
136
- "name": "Cooperation",
137
- "file": "Cooperation"
138
  },
139
  {
140
- "name": "Social Organizations",
141
- "file": "SocialOrganizations"
142
  },
143
  {
144
- "name": "Shared Rewards",
145
- "file": "SharedRewards"
146
  },
147
  {
148
- "name": "Dynamic Alliances",
149
- "file": "DynamicAlliances"
150
  },
151
  {
152
- "name": "Incompatible Goals",
153
- "file": "IncompatibleGoals"
154
  },
155
  {
156
- "name": "Trading",
157
- "file": "Trading"
158
  },
159
  {
160
- "name": "Asymmetric Goals",
161
- "file": "AsymmetricGoals"
162
  },
163
  {
164
- "name": "Red Queen Dilemmas",
165
- "file": "RedQueenDilemmas"
166
  },
167
  {
168
- "name": "Overcome",
169
- "file": "Overcome"
170
  },
171
  {
172
  "name": "Experimenting",
173
  "file": "Experimenting"
174
  },
 
 
 
 
175
  {
176
  "name": "Rewards",
177
  "file": "Rewards"
178
  },
179
  {
180
- "name": "Enemies",
181
- "file": "Enemies"
182
  },
183
  {
184
- "name": "Shared Resources",
185
- "file": "SharedResources"
186
  },
187
  {
188
- "name": "Individual Rewards",
189
- "file": "IndividualRewards"
190
  },
191
  {
192
- "name": "Unknown Goals",
193
- "file": "UnknownGoals"
194
  },
195
  {
196
- "name": "Last Man Standing",
197
- "file": "LastManStanding"
198
  },
199
  {
200
- "name": "Agents",
201
- "file": "Agents"
 
 
 
 
202
  }
203
  ],
204
  "pattern_id": "Competition",
205
  "playable_concept": "Not available yet",
206
  "metadata": {
207
- "version": "1.2.2",
208
  "date_processed": "2025-04-26",
209
  "source_file": "Competition.htm",
210
- "converter_version": "1.2.2"
211
  }
212
  }
 
7
  "using_the_pattern": [
8
  "The easiest form of [[Competition]] is [[Conflict]] with [[Enemies]], but any situation where players have [[Incompatible Goals]], [[Excluding Goals]] (possibly through [[Tiebreakers]]), or [[Rewards]] (especially [[Individual Rewards]]), can cause [[Competition]]. Two forms of [[Competition]] that require [[Conflict]] are [[Overcome]] and [[King of the Hill]]. Examples of [[Competition]] without [[Conflict]] are all forms of [[Races]] without [[Interferable Goals]] or [[Last Man Standing]] goals where the players are not the cause of each others' demise. In these types of [[Competitions]], the players are not each others [[Enemies]], but the game may provide other [[Enemies]] through [[Agents]].",
9
  "Using [[Mutual Goals]] with [[Shared Rewards]] in subgoalsof the [[Competition]] reduces the level of competition between the players, as the players can have [[Cooperation]] with other players in [[Alliances]]. By encouraging Dynamic [[Alliances]], the dynamics of [[Competition]] and [[Cooperation]] usually increase the level of [[Social Interaction]] between the players.",
10
+ "How the [[Competition]] ends depends on what criteria the different competitors have. [[Symmetric Goals]] allow players to judge more easily their chance of winning and are often used to create [[Player Balance]] between players. [[Asymmetric Goals]] allow different strategies and can create a more varied gameplay and may also promote temporary alliances, although it may be more difficult to balance the game. Further, players may have [[Unknown Goals]], which allows for techniques of masquerading one's intentions.",
11
  "If one player is certain to win a [[Competition]], the motivation for other players to continue competing becomes pointless. In the case of subgoals, this can be a temporary setback, which can be offset by winning other [[Competitions]], but if the outcome of the overall game becomes apparent, the motivation for continuing to play the game may become pointless.",
12
  "The final outcome of [[Competition]] varies as well: the winner may gain [[Rewards]] in the form of [[Resources]], information, [[Improved Abilities]], or [[Social Status]]; the loser may similarly lose [[Resources]], suffer [[Ability Losses]], or be excluded from the game through [[Player Elimination]]. Exclusion from the game near the end of the game is usually not a problem, but early exclusion may be. Specific examples of more complex forms of [[Competition]] for subgoals within games include [[Bidding]] and [[Trading]].",
13
  "The use of [[Agents]] allows players to compete without having to risk the social consequences of losing a game to other players. On the other hand, this means loss of opportunities to gain [[Social Status]] by winning the game. The use of [[Ghosts]] has similar effects on [[Competition]] but may still give [[Social Status]], as the results between different players can be compared."
 
69
  "label": "10. Game Design Patterns for Social Interaction",
70
  "pattern_links": [
71
  {
72
+ "name": "Shared Resources",
73
+ "file": "SharedResources"
74
  },
75
  {
76
+ "name": "Ghosts",
77
+ "file": "Ghosts"
78
  },
79
  {
80
+ "name": "Tension",
81
+ "file": "Tension"
82
  },
83
  {
84
  "name": "Race",
85
  "file": "Race"
86
  },
87
  {
88
+ "name": "Last Man Standing",
89
+ "file": "LastManStanding"
 
 
 
 
 
 
 
 
90
  },
91
  {
92
+ "name": "Excluding Goals",
93
+ "file": "ExcludingGoals"
94
  },
95
  {
96
+ "name": "Social Statuses",
97
+ "file": "SocialStatuses"
98
  },
99
  {
100
+ "name": "Social Organizations",
101
+ "file": "SocialOrganizations"
102
  },
103
  {
104
+ "name": "Overcome",
105
+ "file": "Overcome"
106
  },
107
  {
108
+ "name": "Bidding",
109
+ "file": "Bidding"
110
  },
111
  {
112
+ "name": "Cooperation",
113
+ "file": "Cooperation"
114
  },
115
  {
116
+ "name": "Incompatible Goals",
117
+ "file": "IncompatibleGoals"
118
  },
119
  {
120
+ "name": "Asymmetric Goals",
121
+ "file": "AsymmetricGoals"
122
  },
123
  {
124
+ "name": "Individual Rewards",
125
+ "file": "IndividualRewards"
126
  },
127
  {
128
+ "name": "Mutual Goals",
129
+ "file": "MutualGoals"
130
  },
131
  {
132
+ "name": "Trading",
133
+ "file": "Trading"
134
  },
135
  {
136
+ "name": "Agents",
137
+ "file": "Agents"
138
  },
139
  {
140
+ "name": "Alliances",
141
+ "file": "Alliances"
142
  },
143
  {
144
+ "name": "Player Balance",
145
+ "file": "PlayerBalance"
146
  },
147
  {
148
+ "name": "Enemies",
149
+ "file": "Enemies"
150
  },
151
  {
152
+ "name": "Social Interaction",
153
+ "file": "SocialInteraction"
154
  },
155
  {
156
+ "name": "Dynamic Alliances",
157
+ "file": "DynamicAlliances"
158
  },
159
  {
160
+ "name": "Unknown Goals",
161
+ "file": "UnknownGoals"
162
  },
163
  {
164
  "name": "Experimenting",
165
  "file": "Experimenting"
166
  },
167
+ {
168
+ "name": "Shared Rewards",
169
+ "file": "SharedRewards"
170
+ },
171
  {
172
  "name": "Rewards",
173
  "file": "Rewards"
174
  },
175
  {
176
+ "name": "King of the Hill",
177
+ "file": "KingoftheHill"
178
  },
179
  {
180
+ "name": "Symmetric Goals",
181
+ "file": "SymmetricGoals"
182
  },
183
  {
184
+ "name": "Collaborative Actions",
185
+ "file": "CollaborativeActions"
186
  },
187
  {
188
+ "name": "Tiebreakers",
189
+ "file": "Tiebreakers"
190
  },
191
  {
192
+ "name": "Social Dilemmas",
193
+ "file": "SocialDilemmas"
194
  },
195
  {
196
+ "name": "Red Queen Dilemmas",
197
+ "file": "RedQueenDilemmas"
198
+ },
199
+ {
200
+ "name": "Conflict",
201
+ "file": "Conflict"
202
  }
203
  ],
204
  "pattern_id": "Competition",
205
  "playable_concept": "Not available yet",
206
  "metadata": {
207
+ "version": "1.2.2.2",
208
  "date_processed": "2025-04-26",
209
  "source_file": "Competition.htm",
210
+ "converter_version": "1.2.2.2"
211
  }
212
  }
Conceal.json CHANGED
@@ -44,52 +44,52 @@
44
  "label": "11. Game Design Patterns for Goals",
45
  "pattern_links": [
46
  {
47
- "name": "Asymmetric Information",
48
- "file": "AsymmetricInformation"
49
  },
50
  {
51
- "name": "Creative Control",
52
- "file": "CreativeControl"
53
  },
54
  {
55
  "name": "Imperfect Information",
56
  "file": "ImperfectInformation"
57
  },
58
- {
59
- "name": "Survive",
60
- "file": "Survive"
61
- },
62
  {
63
  "name": "Continuous Goals",
64
  "file": "ContinuousGoals"
65
  },
66
  {
67
- "name": "Red Herrings",
68
- "file": "RedHerrings"
69
  },
70
  {
71
  "name": "Freedom of Choice",
72
  "file": "FreedomofChoice"
73
  },
74
  {
75
- "name": "Unknown Goals",
76
- "file": "UnknownGoals"
 
 
 
 
77
  },
78
  {
79
  "name": "Preventing Goals",
80
  "file": "PreventingGoals"
81
  },
82
  {
83
- "name": "Replayability",
84
- "file": "Replayability"
85
  }
86
  ],
87
  "pattern_id": "Conceal",
88
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780274",
89
  "metadata": {
90
- "version": "1.2.2",
91
  "date_processed": "2025-04-26",
92
  "source_file": "Conceal.htm",
93
- "converter_version": "1.2.2"
94
  }
95
  }
 
44
  "label": "11. Game Design Patterns for Goals",
45
  "pattern_links": [
46
  {
47
+ "name": "Red Herrings",
48
+ "file": "RedHerrings"
49
  },
50
  {
51
+ "name": "Survive",
52
+ "file": "Survive"
53
  },
54
  {
55
  "name": "Imperfect Information",
56
  "file": "ImperfectInformation"
57
  },
 
 
 
 
58
  {
59
  "name": "Continuous Goals",
60
  "file": "ContinuousGoals"
61
  },
62
  {
63
+ "name": "Replayability",
64
+ "file": "Replayability"
65
  },
66
  {
67
  "name": "Freedom of Choice",
68
  "file": "FreedomofChoice"
69
  },
70
  {
71
+ "name": "Creative Control",
72
+ "file": "CreativeControl"
73
+ },
74
+ {
75
+ "name": "Asymmetric Information",
76
+ "file": "AsymmetricInformation"
77
  },
78
  {
79
  "name": "Preventing Goals",
80
  "file": "PreventingGoals"
81
  },
82
  {
83
+ "name": "Unknown Goals",
84
+ "file": "UnknownGoals"
85
  }
86
  ],
87
  "pattern_id": "Conceal",
88
  "playable_concept": "https://itch.io/queue/c/3720943/goal-playable-concepts?game_id=1780274",
89
  "metadata": {
90
+ "version": "1.2.2.2",
91
  "date_processed": "2025-04-26",
92
  "source_file": "Conceal.htm",
93
+ "converter_version": "1.2.2.2"
94
  }
95
  }